L L4D2node

VOX_TouchSound

0x000f0b20 · 5 bytes · __cdecl

_Z14VOX_TouchSoundPKcR8CUtlDictIiiER10CUtlRBTreeI6ccpairiPFbRKS5_S7_E10CUtlMemoryI15UtlRBTreeNode_tIS5_iEiEEb

Decompiled

undefined (4 params)

/* VOX_TouchSound(char const*, CUtlDict<int, int>&, CUtlRBTree<ccpair, int, bool (*)(ccpair const&,
   ccpair const&), CUtlMemory<UtlRBTreeNode_t<ccpair, int>, int> >&, bool) */

void VOX_TouchSound(char *param_1,CUtlDict *param_2,CUtlRBTree *param_3,bool param_4)

{
  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)