CTriggerCamera::InputEnable
0x00b1b270 · 306 bytes · __thiscall
_ZN14CTriggerCamera11InputEnableER11inputdata_t
Decompiled
undefined (2 params)
/* CTriggerCamera::InputEnable(inputdata_t&) */
void __thiscall CTriggerCamera::InputEnable(CTriggerCamera *this,inputdata_t *param_1)
{
char *pcVar1;
uint uVar2;
undefined4 *puVar3;
int *piVar4;
uint *puVar5;
undefined *puVar6;
*(undefined4 *)(this + 0x440) = 0xffffffff;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar1 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar1 = *(char **)(param_1 + 8);
}
if (*pcVar1 != '\0') goto LAB_00b1b336;
LAB_00b1b2a6:
uVar2 = *(uint *)(this + 0x440);
}
else {
pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
if (*pcVar1 == '\0') goto LAB_00b1b2a6;
LAB_00b1b336:
piVar4 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar4 == (int *)0x0) {
*(undefined4 *)(this + 0x440) = 0xffffffff;
goto LAB_00b1b2d7;
}
puVar5 = (uint *)(**(code **)(*piVar4 + 0xc))(piVar4);
uVar2 = *puVar5;
*(uint *)(this + 0x440) = uVar2;
}
if ((((uVar2 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
Enable(this);
return;
}
LAB_00b1b2d7:
piVar4 = *(int **)param_1;
if (piVar4 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*piVar4 + 0xc))(piVar4);
*(undefined4 *)(this + 0x440) = *puVar3;
Enable(this);
return;
}
*(undefined4 *)(this + 0x440) = 0xffffffff;
Enable(this);
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.