L L4D2node

CClientPath::InputPlayer

0x008cdd90 · 108 bytes · __thiscall

_ZN11CClientPath11InputPlayerER11inputdata_t

Decompiled

undefined (2 params)

/* CClientPath::InputPlayer(inputdata_t&) */

void __thiscall CClientPath::InputPlayer(CClientPath *this,inputdata_t *param_1)

{
  int iVar1;
  
  if (*(int *)(param_1 + 0x18) != 0xd) {
    if (variant_t::Entity()::hNull == '\0') {
      iVar1 = __cxa_guard_acquire(&variant_t::Entity()::hNull);
      if (iVar1 != 0) {
        variant_t::Entity()::hNull = 0xffffffff;
        __cxa_guard_release(&variant_t::Entity()::hNull);
      }
    }
    variant_t::Entity()::hNull = 0xffffffff;
    *(undefined4 *)(this + 0x1050) = 0xffffffff;
    return;
  }
  *(undefined4 *)(this + 0x1050) = *(undefined4 *)(param_1 + 0x14);
  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)