CEnvMicrophone::Spawn
0x00687c00 · 207 bytes · __thiscall
_ZN14CEnvMicrophone5SpawnEv
Decompiled
undefined (1 param)
/* CEnvMicrophone::Spawn() */
void __thiscall CEnvMicrophone::Spawn(CEnvMicrophone *this)
{
float fVar1;
int iVar2;
float fVar3;
iVar2 = 0;
do {
if (((&Spawn()::nFlags)[iVar2 * 2] & *(uint *)(this + 0x148)) != 0) {
*(uint *)(this + 0x448) = *(uint *)(this + 0x448) | (&DAT_00c7abc4)[iVar2 * 2];
}
iVar2 = iVar2 + 1;
} while (iVar2 != 5);
if (*(float *)(this + 0x44c) == 0.0) {
*(undefined4 *)(this + 0x44c) = 0x3f800000;
}
else if (10.0 < *(float *)(this + 0x44c)) {
*(undefined4 *)(this + 0x44c) = 0x41200000;
}
fVar1 = *(float *)(this + 0x450);
fVar3 = 0.0;
if (0.0 <= fVar1) {
fVar3 = fVar1;
}
if (0.9 < fVar1) {
fVar3 = 0.9;
}
*(float *)(this + 0x450) = fVar3;
if (this[0x440] == (CEnvMicrophone)0x0) {
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
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.