L L4D2node

CPropVehicle::InputAction

0x00b32d50 · 43 bytes · __thiscall

_ZN12CPropVehicle11InputActionER11inputdata_t

Decompiled

undefined (2 params)

/* CPropVehicle::InputAction(inputdata_t&) */

void __thiscall CPropVehicle::InputAction(CPropVehicle *this,inputdata_t *param_1)

{
  float fVar1;
  
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar1 = 0.0;
  }
  CFourWheelVehiclePhysics::SetAction((CFourWheelVehiclePhysics *)(this + 0x13f8),fVar1);
  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)