L L4D2node

CBaseEntity::GetParametersForSound

0x004b2af0 · 81 bytes · __cdecl

_ZN11CBaseEntity21GetParametersForSoundEPKcRsR16CSoundParametersS1_

Decompiled

undefined (4 params)

/* CBaseEntity::GetParametersForSound(char const*, short&, CSoundParameters&, char const*) */

void CBaseEntity::GetParametersForSound
               (char *param_1,short *param_2,CSoundParameters *param_3,char *param_4)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,param_4);
  (**(code **)(*soundemitterbase + 0xa4))(soundemitterbase,param_1,param_2,param_3,uVar1,0);
  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)