L L4D2node

CEnvWeaponfire::InputEnable

0x008cbf30 · 149 bytes · __cdecl

_ZN14CEnvWeaponfire11InputEnableER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvWeaponfire::InputEnable(inputdata_t&) */

void CEnvWeaponfire::InputEnable(inputdata_t *param_1)

{
  float fVar1;
  longdouble lVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined1 local_14 [12];
  
  param_1[0x440] = (inputdata_t)0x0;
  uVar6 = 0;
  uVar5 = 0;
  pcVar3 = WeaponfireThink;
  uVar4 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)WeaponfireThink);
  fVar1 = *(float *)(gpGlobals + 0xc);
  lVar2 = (longdouble)RandomFloat(0,0x3f000000,pcVar3,uVar4,uVar5,uVar6);
  CBaseEntity::SetNextThink((CBaseEntity *)param_1,(float)lVar2 + fVar1,(char *)0x0);
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)param_1);
  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)