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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.