L L4D2node

CEngineSoundServer::EmitSoundInternal

0x001577a0 · 271 bytes · __cdecl

_ZN18CEngineSoundServer17EmitSoundInternalER16IRecipientFilteriiPKcf12soundlevel_tiiPK6VectorS7_P10CUtlVectorIS5_10CUtlMemoryIS5_iEEbfi

Decompiled

undefined (14 params)

/* CEngineSoundServer::EmitSoundInternal(IRecipientFilter&, int, int, char const*, float,
   soundlevel_t, int, int, Vector const*, Vector const*, CUtlVector<Vector, CUtlMemory<Vector, int>
   >*, bool, float, int) */

void CEngineSoundServer::EmitSoundInternal(undefined4 param_1,undefined4 param_2)

{
  float in_stack_00000018;
  uint in_stack_0000001c;
  uint in_stack_00000024;
  
  if ((1.0 < in_stack_00000018) || (in_stack_00000018 < 0.0)) {
    param_1 = "EmitSound: %s volume out of bounds = %f\n";
    Warning();
    return;
  }
  if (0x1ff < in_stack_0000001c) {
    param_1 = "EmitSound: %s soundlevel out of bounds = %d\n";
    Warning();
    return;
  }
  if (in_stack_00000024 < 0x100) {
    param_1 = (char *)param_2;
    SV_StartSound();
    return;
  }
  param_1 = "EmitSound: %s pitch out of bounds = %i\n";
  Warning();
  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)