L L4D2node

CInfoGameEventProxy::InputGenerateGameEvent

0x00b60620 · 237 bytes · __thiscall

_ZN19CInfoGameEventProxy22InputGenerateGameEventER11inputdata_t

Decompiled

undefined (2 params)

/* CInfoGameEventProxy::InputGenerateGameEvent(inputdata_t&) */

void __thiscall
CInfoGameEventProxy::InputGenerateGameEvent(CInfoGameEventProxy *this,inputdata_t *param_1)

{
  code *pcVar1;
  char cVar2;
  undefined1 *puVar3;
  int *piVar4;
  undefined4 uVar5;
  int iVar6;
  int *piVar7;
  
  piVar7 = *(int **)param_1;
  if ((piVar7 == (int *)0x0) || (cVar2 = (**(code **)(*piVar7 + 0x16c))(piVar7), cVar2 == '\0')) {
    piVar7 = (int *)0x0;
  }
  puVar3 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x440) != (undefined1 *)0x0) {
    puVar3 = *(undefined1 **)(this + 0x440);
  }
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,puVar3,0,0);
  if (piVar4 != (int *)0x0) {
    if (piVar7 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar4 + 0x30);
      uVar5 = (**(code **)(*engine + 0x40))(engine,piVar7[0xc]);
      (*pcVar1)(piVar4,"userid",uVar5);
    }
    if (*(int *)(this + 0x30) == 0) {
      iVar6 = 0;
    }
    else {
      iVar6 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    (**(code **)(*piVar4 + 0x30))(piVar4,"subject",iVar6);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
  }
  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)