L L4D2node

CSurvivorCamera::InputEnable

0x00a06200 · 305 bytes · __thiscall

_ZN15CSurvivorCamera11InputEnableER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall CSurvivorCamera::InputEnable(CSurvivorCamera *this,inputdata_t *param_1)

{
  char *pcVar1;
  uint *puVar2;
  uint uVar3;
  int *piVar4;
  undefined *puVar5;
  
  *(undefined4 *)(this + 0x468) = 0xffffffff;
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar1 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar1 = *(char **)(param_1 + 8);
    }
    if (*pcVar1 == '\0') goto LAB_00a06237;
LAB_00a062ce:
    piVar4 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
                               (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                               (IEntityFindFilter *)0x0);
    if (piVar4 != (int *)0x0) {
      puVar2 = (uint *)(**(code **)(*piVar4 + 0xc))(piVar4);
      uVar3 = *puVar2;
      *(uint *)(this + 0x468) = uVar3;
      goto LAB_00a0623d;
    }
    *(undefined4 *)(this + 0x468) = 0xffffffff;
  }
  else {
    pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    if (*pcVar1 != '\0') goto LAB_00a062ce;
LAB_00a06237:
    uVar3 = *(uint *)(this + 0x468);
LAB_00a0623d:
    if ((((uVar3 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) goto LAB_00a06280;
  }
  piVar4 = *(int **)param_1;
  if (piVar4 == (int *)0x0) {
    *(undefined4 *)(this + 0x468) = 0xffffffff;
    uVar3 = 0xffffffff;
  }
  else {
    puVar2 = (uint *)(**(code **)(*piVar4 + 0xc))(piVar4);
    uVar3 = *puVar2;
    *(uint *)(this + 0x468) = uVar3;
  }
LAB_00a06280:
  *(uint *)(this + 0x464) = uVar3;
                    /* WARNING: Could not recover jumptable at 0x00a06298. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 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)