L L4D2node

CTriggerCameraMultiplayer::InputEnable

0x00a06180 · 125 bytes · __cdecl

_ZN25CTriggerCameraMultiplayer11InputEnableER11inputdata_t

Decompiled

undefined (1 param)

/* CTriggerCameraMultiplayer::InputEnable(inputdata_t&) */

void CTriggerCameraMultiplayer::InputEnable(inputdata_t *param_1)

{
  char *pcVar1;
  int *piVar2;
  undefined4 *puVar3;
  undefined4 uVar4;
  
  pcVar1 = "";
  if (*(char **)(param_1 + 0x488) != (char *)0x0) {
    pcVar1 = *(char **)(param_1 + 0x488);
  }
  piVar2 = (int *)CGlobalEntityList::FindEntityByName
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
                             (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                             (IEntityFindFilter *)0x0);
  uVar4 = 0xffffffff;
  if (piVar2 != (int *)0x0) {
    puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
    uVar4 = *puVar3;
  }
  *(undefined4 *)(param_1 + 0x464) = uVar4;
                    /* WARNING: Could not recover jumptable at 0x00a061fb. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x324))();
  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)