L L4D2node

CTriggerEscape::InputDisable

0x00b14d60 · 142 bytes · __cdecl

_ZN14CTriggerEscape12InputDisableER11inputdata_t

Decompiled

undefined (1 param)

/* CTriggerEscape::InputDisable(inputdata_t&) */

void CTriggerEscape::InputDisable(inputdata_t *param_1)

{
  inputdata_t iVar1;
  undefined1 local_14 [8];
  
  iVar1 = param_1[0x4b8];
  (**(code **)(*(int *)param_1 + 0x32c))(param_1);
  if ((iVar1 == (inputdata_t)0x0) && (param_1[0x4b8] != (inputdata_t)0x0)) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)0x0);
    CBaseEntity::SetNextThink((CBaseEntity *)param_1,-1.0,(char *)0x0);
    *(undefined4 *)(param_1 + 0x56c) = 0xffffffff;
    return;
  }
  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)