L L4D2node

CEngineSoundServer::EmitSentenceByIndex

0x001578d0 · 227 bytes · __thiscall

_ZN18CEngineSoundServer19EmitSentenceByIndexER16IRecipientFilteriiif12soundlevel_tiiPK6VectorS5_P10CUtlVectorIS3_10CUtlMemoryIS3_iEEbfi

Decompiled

undefined (15 params)

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

void __thiscall
CEngineSoundServer::EmitSentenceByIndex
          (CEngineSoundServer *this,undefined4 param_1,undefined4 param_2,undefined4 param_3,
          int param_4,undefined4 param_5,undefined4 param_7,undefined4 param_8,undefined4 param_9,
          undefined4 param_10,undefined4 param_11,undefined4 param_12,undefined1 param_13,
          undefined4 param_14,undefined4 param_15)

{
  int in_GS_OFFSET;
  char local_28 [8];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (-1 < param_4) {
    V_snprintf(local_28,8,"!%d",param_4);
    EmitSoundInternal(this,param_1,param_2,param_3,local_28,param_5,param_7,param_8,param_9,param_10
                      ,param_11,param_12,param_13,param_14,param_15);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)