L L4D2node

CTerrorPlayer::InputReleaseFromSurvivorPosition

0x009afc80 · 45 bytes · __cdecl

_ZN13CTerrorPlayer32InputReleaseFromSurvivorPositionER11inputdata_t

Decompiled

undefined (1 param)

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

void CTerrorPlayer::InputReleaseFromSurvivorPosition(inputdata_t *param_1)

{
  SetPlayerPositionEntity((CTerrorPlayer *)param_1,(CSurvivorPosition *)0x0);
  CTerrorPlayerAnimState::CancelCustomSequence(*(CTerrorPlayerAnimState **)(param_1 + 0x2910));
  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)