L L4D2node

CSoundEmitterSystem::TraceEmitSound

0x004b5ff0 · 131 bytes · __thiscall

_ZN19CSoundEmitterSystem14TraceEmitSoundEiPKcz

Decompiled

undefined (3 params)

/* CSoundEmitterSystem::TraceEmitSound(int, char const*, ...) */

void __thiscall
CSoundEmitterSystem::TraceEmitSound(CSoundEmitterSystem *this,int param_1,char *param_2,...)

{
  int iVar1;
  int in_GS_OFFSET;
  char local_110 [256];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = *(int *)(sv_soundemitter_trace._28_4_ + 0x30);
  if ((iVar1 != -1) && ((iVar1 == 0 || (param_1 == iVar1)))) {
    V_vsnprintf(local_110,0x100,param_2,&stack0x00000010);
    Msg("%s %s",&DAT_00c1d604,local_110);
  }
  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)