L L4D2node

sv_soundemitter_flush

0x004b3580 · 81 bytes · __cdecl

_ZL21sv_soundemitter_flushRK8CCommand

Decompiled

undefined (1 param)

/* sv_soundemitter_flush(CCommand const&) */

void sv_soundemitter_flush(CCommand *param_1)

{
  char cVar1;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  (**(code **)(g_SoundEmitterSystem + 0xc))(&g_SoundEmitterSystem);
  (**(code **)(*soundemitterbase + 0xbc))(soundemitterbase);
  (**(code **)(g_SoundEmitterSystem + 4))(&g_SoundEmitterSystem);
  CSoundEmitterSystem::LevelInitPreEntity((CSoundEmitterSystem *)&g_SoundEmitterSystem);
  ClearModelSoundsCache();
  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)