L L4D2node

CEngineSoundServer::StopSound

0x00157ea0 · 197 bytes · __thiscall

_ZN18CEngineSoundServer9StopSoundEiiPKc

Decompiled

undefined (4 params)

/* CEngineSoundServer::StopSound(int, int, char const*) */

void __thiscall
CEngineSoundServer::StopSound(CEngineSoundServer *this,int param_1,int param_2,char *param_3)

{
  undefined **local_28 [2];
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  CEngineRecipientFilter::CEngineRecipientFilter((CEngineRecipientFilter *)local_28);
                    /* try { // try from 00157eb9 to 00157f36 has its CatchHandler @ 00157f65 */
  CEngineRecipientFilter::AddAllPlayers((CEngineRecipientFilter *)local_28);
  CEngineRecipientFilter::MakeReliable((CEngineRecipientFilter *)local_28);
  (**(code **)(*(int *)this + 0x18))
            (this,(CEngineRecipientFilter *)local_28,param_1,param_2,param_3,0,0,4,100,0,0,0,1,0,
             0xffffffff);
  local_28[0] = &PTR__CEngineRecipientFilter_002ae5c8;
  local_14 = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_20);
  local_10 = local_20[0];
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_20);
  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)