L L4D2node

CEnvMicrophone::InputEnable

0x00688ae0 · 85 bytes · __cdecl

_ZN14CEnvMicrophone11InputEnableER11inputdata_t

Decompiled

undefined (1 param)

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

void CEnvMicrophone::InputEnable(inputdata_t *param_1)

{
  int iVar1;
  
  iVar1 = gpGlobals;
  if (param_1[0x440] == (inputdata_t)0x0) {
    return;
  }
  param_1[0x440] = (inputdata_t)0x0;
  CBaseEntity::SetNextThink((CBaseEntity *)param_1,*(float *)(iVar1 + 0xc) + 0.1,(char *)0x0);
  ActivateSpeaker((CEnvMicrophone *)param_1);
  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)