L L4D2node

EmitSound_t::EmitSound_t

0x004b23c0 · 159 bytes · __thiscall

_ZN11EmitSound_tC1ERK16CSoundParameters

Decompiled

undefined (2 params)

/* EmitSound_t::EmitSound_t(CSoundParameters const&) */

void __thiscall EmitSound_t::EmitSound_t(EmitSound_t *this,CSoundParameters *param_1)

{
  undefined4 uVar1;
  float fVar2;
  
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)this = *(undefined4 *)param_1;
  *(CSoundParameters **)(this + 4) = param_1 + 0x20;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 4);
  fVar2 = 0.0;
  uVar1 = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0xc) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x14) = uVar1;
  if (*(int *)(param_1 + 0xa0) != 0) {
    fVar2 = (float)*(int *)(param_1 + 0xa0) * 0.001 + *(float *)(gpGlobals + 0xc);
  }
  *(float *)(this + 0x1c) = fVar2;
  *(undefined4 *)(this + 0x20) = 0;
  this[0x24] = (EmitSound_t)0x1;
  this[0x25] = (EmitSound_t)0x0;
  this[0x26] = (EmitSound_t)0x0;
  *(undefined4 *)(this + 0x28) = 0xffffffff;
  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)