L L4D2node

Host_BeginThreadedSound

0x00177e90 · 174 bytes · unknown

_Z23Host_BeginThreadedSoundv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Host_BeginThreadedSound() */

void Host_BeginThreadedSound(void)

{
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 0;
  local_10 = 0;
  if (_g_Telemetry != 0) {
    (**(code **)(_g_Telemetry + 0x50))
              (_g_Telemetry,&local_14,0,0x32,0,0,"/data/src/engine/./host.cpp",0xc2f,
               &Host_BeginThreadedSound()::tm_fmt,&DAT_002c48a3,"Host_BeginThreadedSound");
    if (_g_Telemetry != 0) {
      (**(code **)(_g_Telemetry + 0x54))(_g_Telemetry,local_14,local_10,0,0,0);
    }
  }
  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)