L L4D2node

CEnvSpark::InputSparkOnce

0x0068b210 · 48 bytes · __cdecl

_ZN9CEnvSpark14InputSparkOnceER11inputdata_t

Decompiled

undefined (1 param)

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

void CEnvSpark::InputSparkOnce(inputdata_t *param_1)

{
  SparkThink((CEnvSpark *)param_1);
  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)