CAI_ChangeTarget::InputActivate
0x00b139d0 · 145 bytes · __thiscall
_ZN16CAI_ChangeTarget13InputActivateER11inputdata_t
Decompiled
undefined (2 params)
/* CAI_ChangeTarget::InputActivate(inputdata_t&) */
void __thiscall CAI_ChangeTarget::InputActivate(CAI_ChangeTarget *this,inputdata_t *param_1)
{
char *pcVar1;
int iVar2;
CBaseEntity *pCVar3;
pCVar3 = (CBaseEntity *)0x0;
while( true ) {
pcVar1 = *(char **)(this + 0xf8);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar3,pcVar1,(CBaseEntity *)0x0,
*(CBaseEntity **)param_1,*(CBaseEntity **)(param_1 + 4),
(IEntityFindFilter *)0x0);
if (pCVar3 == (CBaseEntity *)0x0) break;
*(undefined4 *)(pCVar3 + 0xf8) = *(undefined4 *)(this + 0x440);
iVar2 = CBaseEntity::MyNPCPointer();
if (iVar2 != 0) {
*(undefined4 *)(iVar2 + 0x1c34) = 0xffffffff;
}
}
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.