L L4D2node

CInfoGameMode::InputPostSpawnActivate

0x008d51d0 · 140 bytes · __cdecl

_ZN13CInfoGameMode22InputPostSpawnActivateER11inputdata_t

Decompiled

undefined (1 param)

/* CInfoGameMode::InputPostSpawnActivate(inputdata_t&) */

void CInfoGameMode::InputPostSpawnActivate(inputdata_t *param_1)

{
  char cVar1;
  COutputEvent *this;
  
  cVar1 = CTerrorGameRules::IsSurvivalMode();
  if (cVar1 == '\0') {
    cVar1 = CTerrorGameRules::IsVersusMode();
    if (cVar1 == '\0') {
      cVar1 = CTerrorGameRules::IsGenericCooperativeMode();
      if (cVar1 == '\0') {
        cVar1 = CTerrorGameRules::IsScavengeMode();
        if (cVar1 == '\0') goto LAB_008d5209;
        this = (COutputEvent *)(param_1 + 0x488);
      }
      else {
        this = (COutputEvent *)(param_1 + 0x440);
      }
    }
    else {
      this = (COutputEvent *)(param_1 + 0x458);
    }
  }
  else {
    this = (COutputEvent *)(param_1 + 0x470);
  }
  if (this != (COutputEvent *)0x0) {
    COutputEvent::FireOutput(this,(CBaseEntity *)0x0,(CBaseEntity *)param_1,0.0);
  }
LAB_008d5209:
  CEventQueue::ServiceEvents((CEventQueue *)g_EventQueue);
  CGlobalEntityList::CleanupDeleteList();
  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)