L L4D2node

CTerrorPlayer::InputEnableLedgeHang

0x00995290 · 15 bytes · __cdecl

_ZN13CTerrorPlayer20InputEnableLedgeHangER11inputdata_t

Decompiled

undefined (1 param)

/* CTerrorPlayer::InputEnableLedgeHang(inputdata_t&) */

void CTerrorPlayer::InputEnableLedgeHang(inputdata_t *param_1)

{
  param_1[0x400d] = (inputdata_t)0x1;
  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)