L L4D2node

CTriggerPush::InputSetPushDirection

0x00b13f90 · 208 bytes · __thiscall

_ZN12CTriggerPush21InputSetPushDirectionER11inputdata_t

Decompiled

undefined (2 params)

/* CTriggerPush::InputSetPushDirection(inputdata_t&) */

void __thiscall CTriggerPush::InputSetPushDirection(CTriggerPush *this,inputdata_t *param_1)

{
  Vector local_24 [12];
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_10 = DAT_01053d50;
  local_14 = DAT_01053d4c;
  local_18 = vec3_origin;
  if ((*(int *)(param_1 + 0x18) == 0xf) || (*(int *)(param_1 + 0x18) == 3)) {
    local_18 = *(undefined4 *)(param_1 + 8);
    *(undefined4 *)(this + 0x56c) = local_18;
    local_14 = *(undefined4 *)(param_1 + 0xc);
    *(undefined4 *)(this + 0x570) = local_14;
    local_10 = *(undefined4 *)(param_1 + 0x10);
    *(undefined4 *)(this + 0x574) = local_10;
  }
  else {
    *(undefined4 *)(this + 0x56c) = vec3_origin;
    *(undefined4 *)(this + 0x570) = local_14;
    *(undefined4 *)(this + 0x574) = local_10;
  }
  AngleVectors((QAngle *)&local_18,local_24);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  VectorIRotate((float *)local_24,(matrix3x4_t *)(this + 0x28c),(float *)(this + 0x56c));
  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)