L L4D2node

CBaseEntity::StopSound

0x004b2870 · 364 bytes · __cdecl

_ZN11CBaseEntity9StopSoundEiiPKc

Decompiled

undefined (3 params)

/* CBaseEntity::StopSound(int, int, char const*) */

void CBaseEntity::StopSound(int param_1,int param_2,char *param_3)

{
  short sVar1;
  int iVar2;
  undefined4 *puVar3;
  uint uVar4;
  undefined4 uVar5;
  ushort uVar6;
  undefined4 *puVar7;
  
  if ((param_3 == (char *)0x0) ||
     (((iVar2 = V_stristr(param_3,".wav"), iVar2 == 0 &&
       (iVar2 = V_stristr(param_3,".mp3"), iVar2 == 0)) && (*param_3 != '!')))) {
    sVar1 = (**(code **)(*soundemitterbase + 0x1c))(soundemitterbase,param_3);
    if (((sVar1 != -1) &&
        (puVar3 = (undefined4 *)(**(code **)(*soundemitterbase + 0x58))(soundemitterbase,(int)sVar1)
        , puVar3 != (undefined4 *)0x0)) && (uVar6 = *(ushort *)(puVar3 + 2), uVar6 != 0)) {
      uVar4 = (uint)uVar6;
      iVar2 = 0;
      while( true ) {
        puVar7 = puVar3;
        if (uVar6 != 1) {
          puVar7 = (undefined4 *)*puVar3;
        }
        uVar5 = (**(code **)(*soundemitterbase + 0x30))(soundemitterbase,puVar7 + iVar2);
        (**(code **)(*enginesound + 0x20))
                  (enginesound,param_1,*(undefined2 *)((int)puVar3 + 0x16),uVar5);
        (**(code **)(g_SoundEmitterSystem + 0x44))
                  (&g_SoundEmitterSystem,param_1,"StopSound:  \'%s\' stopped as \'%s\' (ent %i)\n",
                   param_3,uVar5,param_1);
        if (iVar2 == uVar4 - 1) break;
        iVar2 = iVar2 + 1;
        uVar6 = *(ushort *)(puVar3 + 2);
      }
    }
  }
  else {
    (**(code **)(*enginesound + 0x20))(enginesound,param_1,param_2,param_3);
    (**(code **)(g_SoundEmitterSystem + 0x44))
              (&g_SoundEmitterSystem,param_1,"StopSound:  Raw wave stopped \'%s\' (ent %i)\n",
               param_3,param_1);
  }
  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)