L L4D2node

CEnvMicrophone::InputDisable

0x00688640 · 199 bytes · __cdecl

_ZN14CEnvMicrophone12InputDisableER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvMicrophone::InputDisable(inputdata_t&) */

void CEnvMicrophone::InputDisable(inputdata_t *param_1)

{
  uint uVar1;
  int iVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  undefined4 local_10 [2];
  
  puVar4 = g_pEntityList;
  uVar1 = *(uint *)(param_1 + 0x45c);
  param_1[0x440] = (inputdata_t)0x1;
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = puVar4 + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    iVar2 = *(int *)(*(int *)(puVar4 + 4) + 0x30);
    if (iVar2 == 0) {
      iVar2 = 0;
    }
    else {
      iVar2 = iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    CBaseEntity::StopSound(iVar2,6,(char *)(param_1 + 0x4b8));
    param_1[0x4b8] = (inputdata_t)0x0;
    local_10[0] = 0xffffffff;
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10[0] = *puVar3;
    CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>>::FindAndRemove
              ((CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>> *)
               &s_Microphones,(CHandle *)local_10);
  }
  CBaseEntity::SetNextThink((CBaseEntity *)param_1,-1.0,(char *)0x0);
  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)