L L4D2node

CTriggerWind::InputSetSpeed

0x00b13170 · 38 bytes · __thiscall

_ZN12CTriggerWind13InputSetSpeedER11inputdata_t

Decompiled

undefined (2 params)

/* CTriggerWind::InputSetSpeed(inputdata_t&) */

void __thiscall CTriggerWind::InputSetSpeed(CTriggerWind *this,inputdata_t *param_1)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 uVar3;
  
  uVar1 = *(undefined4 *)(param_1 + 8);
  iVar2 = *(int *)(param_1 + 0x18);
  this[0x474] = (CTriggerWind)0x1;
  uVar3 = 0;
  if (iVar2 == 5) {
    uVar3 = uVar1;
  }
  *(undefined4 *)(this + 0x44c) = uVar3;
  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)