L L4D2node

CTriggerImpact::InputImpact

0x00b14460 · 293 bytes · __thiscall

_ZN14CTriggerImpact11InputImpactER11inputdata_t

Decompiled

undefined (2 params)

/* CTriggerImpact::InputImpact(inputdata_t&) */

void __thiscall CTriggerImpact::InputImpact(CTriggerImpact *this,inputdata_t *param_1)

{
  float fVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined1 local_34 [8];
  float local_2c;
  float local_28;
  float local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  AngleVectors((QAngle *)(this + 0x3a8),(Vector *)&local_2c);
  fVar1 = *(float *)(this + 0x5c0);
  local_10 = 3;
  uVar2 = *(undefined4 *)(param_1 + 4);
  uVar3 = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x5dc) = 3;
  *(float *)(this + 0x5d0) = local_28 * fVar1;
  *(float *)(this + 0x5d4) = local_24 * fVar1;
  *(float *)(this + 0x5cc) = fVar1 * local_2c;
  local_20 = *(undefined4 *)(this + 0x5cc);
  local_1c = *(undefined4 *)(this + 0x5d0);
  local_18 = *(undefined4 *)(this + 0x5d4);
  local_14 = *(undefined4 *)(this + 0x5d8);
  CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x5cc),&local_20,uVar3,uVar2,0);
  (**(code **)(*(int *)this + 0x328))(this);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x32d);
  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)