CTriggerEscape::InputEnable
0x00b15120 · 200 bytes · __cdecl
_ZN14CTriggerEscape11InputEnableER11inputdata_t
Decompiled
undefined (1 param)
/* CTriggerEscape::InputEnable(inputdata_t&) */
void CTriggerEscape::InputEnable(inputdata_t *param_1)
{
inputdata_t iVar1;
float fVar2;
undefined1 local_14 [8];
iVar1 = param_1[0x4b8];
(**(code **)(*(int *)param_1 + 0x328))(param_1);
if ((iVar1 != (inputdata_t)0x0) && (param_1[0x4b8] == (inputdata_t)0x0)) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)TeamEscapeThink);
fVar2 = 0.0;
if (*(int *)(param_1 + 0x30) != 0) {
fVar2 = (float)((*(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) % 10) * 0.1;
}
CBaseEntity::SetNextThink
((CBaseEntity *)param_1,fVar2 + *(float *)(gpGlobals + 0xc),(char *)0x0);
return;
}
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.