L L4D2node

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 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)