L L4D2node

CInfoDirector::InputScriptedPanicEvent

0x0087df20 · 113 bytes · __thiscall

_ZN13CInfoDirector23InputScriptedPanicEventER11inputdata_t

Decompiled

undefined (2 params)

/* CInfoDirector::InputScriptedPanicEvent(inputdata_t&) */

void __thiscall CInfoDirector::InputScriptedPanicEvent(CInfoDirector *this,inputdata_t *param_1)

{
  char cVar1;
  char *pcVar2;
  int *piVar3;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  CDirector::BeginLocalScript(TheDirector,pcVar2);
  piVar3 = *(int **)param_1;
  if ((piVar3 == (int *)0x0) || (cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar1 == '\0')) {
    piVar3 = (int *)0x0;
  }
  CDirector::OnMapInvokedPanicEvent(TheDirector,piVar3,3);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)