L L4D2node

CGameServer::BroadcastSound

0x001fc810 · 269 bytes · __thiscall

_ZN11CGameServer14BroadcastSoundER11SoundInfo_tR16IRecipientFilter

Decompiled

undefined (3 params)

/* CGameServer::BroadcastSound(SoundInfo_t&, IRecipientFilter&) */

void __thiscall
CGameServer::BroadcastSound(CGameServer *this,SoundInfo_t *param_1,IRecipientFilter *param_2)

{
  CGameClient *this_00;
  char cVar1;
  bool bVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined *puVar6;
  undefined *puVar7;
  int iVar8;
  
  iVar3 = (**(code **)(*(int *)param_2 + 0x10))(param_2);
  cVar1 = (**(code **)(*(int *)this + 100))(this);
  if (((cVar1 == '\0') || (*(int *)(developer._28_4_ + 0x30) != 0)) && (iVar8 = 0, 0 < iVar3)) {
    do {
      while ((iVar5 = (**(code **)(*(int *)param_2 + 0x14))(param_2,iVar8), iVar5 < 1 ||
             (iVar4 = (**(code **)(*(int *)this + 0x20))(this), iVar4 < iVar5))) {
        cVar1 = (**(code **)(*(int *)param_2 + 0xc))(param_2);
        puVar7 = &DAT_002b6517;
        if (cVar1 == '\0') {
          puVar7 = &DAT_0029fe20;
        }
        cVar1 = (**(code **)(*(int *)param_2 + 8))(param_2);
        puVar6 = &DAT_002b6517;
        if (cVar1 == '\0') {
          puVar6 = &DAT_0029fe20;
        }
        iVar8 = iVar8 + 1;
        Msg("CGameServer::BroadcastSound:  Recipient Filter for sound (reliable: %s, init: %s) with bogus client index (%i) in list of %i clients\n"
            ,puVar6,puVar7,iVar5,iVar3);
        if (iVar8 == iVar3) {
          return;
        }
      }
      this_00 = *(CGameClient **)(*(int *)(this + 0x114) + -4 + iVar5 * 4);
      cVar1 = (**(code **)(*(int *)this_00 + 0x74))(this_00);
      if (cVar1 != '\0') {
        bVar2 = (bool)(**(code **)(*(int *)param_2 + 8))(param_2);
        CGameClient::SendSound(this_00,param_1,bVar2);
      }
      iVar8 = iVar8 + 1;
    } while (iVar8 != iVar3);
  }
  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)