L L4D2node

CEnvSpark::InputToggleSpark

0x0068ade0 · 121 bytes · __cdecl

_ZN9CEnvSpark16InputToggleSparkER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvSpark::InputToggleSpark(inputdata_t&) */

void CEnvSpark::InputToggleSpark(inputdata_t *param_1)

{
  longdouble lVar1;
  undefined1 local_14 [8];
  
  lVar1 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)param_1,(char *)0x0);
  if ((float)lVar1 != -1.0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)0x0);
    return;
  }
  InputStartSpark(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)