L L4D2node

CGameServer::GetSound

0x0020a5e0 · 70 bytes · __thiscall

_ZN11CGameServer8GetSoundEi

Decompiled

undefined (2 params)

/* CGameServer::GetSound(int) */

undefined4 __thiscall CGameServer::GetSound(CGameServer *this,int param_1)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  
  if ((0 < param_1) && (piVar1 = *(int **)(this + 0x2d368), piVar1 != (int *)0x0)) {
    iVar2 = (**(code **)(*piVar1 + 0x10))(piVar1);
    if (param_1 < iVar2) {
      uVar3 = CPrecacheItem::GetName((CPrecacheItem *)(this + param_1 * 8 + 0x5264));
      return uVar3;
    }
  }
  return 0;
}

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)