L L4D2node

CTerrorPlayer::Input_GoAwayFromKeyboard

0x009a1d50 · 139 bytes · __thiscall

_ZN13CTerrorPlayer24Input_GoAwayFromKeyboardEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::Input_GoAwayFromKeyboard() */

void __thiscall CTerrorPlayer::Input_GoAwayFromKeyboard(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
  if (cVar1 == '\0') {
    iVar2 = UTIL_HumansOnTeam(2,false);
    iVar3 = UTIL_HumansOnTeam(3,false);
    if (((iVar3 != 0) || (iVar2 != 1)) ||
       (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 2)) {
      *(float *)(this + 0x2400) =
           (*(float *)(gpGlobals + 0xc) - *(float *)(DirectorAFKTimeout._28_4_ + 0x2c)) - 1.0;
      return;
    }
  }
  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)