L L4D2node

CBaseCombatWeapon::StopWeaponSound

0x00406ba0 · 306 bytes · __thiscall

_ZN17CBaseCombatWeapon15StopWeaponSoundE13WeaponSound_t

Decompiled

undefined (2 params)

/* CBaseCombatWeapon::StopWeaponSound(WeaponSound_t) */

void __thiscall CBaseCombatWeapon::StopWeaponSound(CBaseCombatWeapon *this,undefined4 param_2)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  int in_GS_OFFSET;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_b0;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  char local_a0;
  undefined4 local_9c;
  undefined1 local_98;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar2 = (char *)(**(code **)(*(int *)this + 0x540))(this,param_2);
  if ((pcVar2 == (char *)0x0) || (*pcVar2 == '\0')) goto LAB_00406bd6;
  local_b8 = 0;
  local_b4 = 0x3f800000;
  local_b0 = 100;
  local_ac = 100;
  local_a8 = 100;
  local_a4 = 0x4b;
  local_98 = 0;
  local_a0 = '\0';
  local_9c = 0;
  local_18 = 0;
  local_14 = 0;
  cVar1 = CBaseEntity::GetParametersForSound(pcVar2,(CSoundParameters *)&local_b8,(char *)0x0);
  if (cVar1 == '\0') goto LAB_00406bd6;
  if (local_a0 == '\0') {
    iVar3 = GetOwner(this);
    if (iVar3 != 0) goto LAB_00406c8d;
    iVar3 = *(int *)(this + 0x30);
    if (iVar3 == 0) goto LAB_00406cd0;
LAB_00406c9c:
    iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  else {
    iVar3 = GetOwner(this);
    if (iVar3 == 0) goto LAB_00406bd6;
LAB_00406c8d:
    iVar3 = GetOwner(this);
    iVar3 = *(int *)(iVar3 + 0x30);
    if (iVar3 != 0) goto LAB_00406c9c;
LAB_00406cd0:
    iVar3 = 0;
  }
  CBaseEntity::StopSound(iVar3,pcVar2);
LAB_00406bd6:
  if (local_10 == *(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)