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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.