L L4D2node

CDecal::InputActivate

0x00b621f0 · 51 bytes · __thiscall

_ZN6CDecal13InputActivateER11inputdata_t

Decompiled

undefined (2 params)

/* CDecal::InputActivate(inputdata_t&) */

void __thiscall CDecal::InputActivate(CDecal *this,inputdata_t *param_1)

{
  TriggerDecal(this,*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4),1,0);
  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)