L L4D2node

CSoundEmitterSystem::Shutdown

0x004b6080 · 77 bytes · __thiscall

_ZN19CSoundEmitterSystem8ShutdownEv

Decompiled

undefined (1 param)

/* CSoundEmitterSystem::Shutdown() */

void __thiscall CSoundEmitterSystem::Shutdown(CSoundEmitterSystem *this)

{
  if (*(int *)(this + 8) != 0) {
    (**(code **)(*(int *)(filesystem + 4) + 0xc))(filesystem + 4,*(int *)(this + 8));
    *(undefined4 *)(this + 8) = 0;
  }
  CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0xc));
                    /* WARNING: Could not recover jumptable at 0x004b60cb. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*soundemitterbase + 0x18))();
  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)