L L4D2node

CTerrorPlayer::InputCancelCurrentScene

0x009f4d40 · 223 bytes · __cdecl

_ZN13CTerrorPlayer23InputCancelCurrentSceneER11inputdata_t

Decompiled

undefined (1 param)

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

void CTerrorPlayer::InputCancelCurrentScene(inputdata_t *param_1)

{
  uint uVar1;
  code *pcVar2;
  int *piVar3;
  undefined *puVar4;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  uVar1 = *(uint *)(param_1 + 0x3ee4);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (piVar3 = *(int **)(puVar4 + 4), piVar3 != (int *)0x0)) {
    local_30[0] = 0;
    local_24 = 0xffffffff;
    local_20 = 0;
    (**(code **)(*piVar3 + 0xb4))(piVar3,"Cancel",0,0,(CAI_Concept *)local_30,0);
  }
  pcVar2 = *(code **)(*(int *)param_1 + 0x7b4);
  CAI_Concept::CAI_Concept((CAI_Concept *)local_30,"SceneCancelled");
  (*pcVar2)(param_1,(CAI_Concept *)local_30,1,0,0,0,0);
  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)