L L4D2node

CSoundEmitterSystem::LevelShutdownPostEntity

0x004b73c0 · 126 bytes · __thiscall

_ZN19CSoundEmitterSystem23LevelShutdownPostEntityEv

Decompiled

undefined (1 param)

/* CSoundEmitterSystem::LevelShutdownPostEntity() */

void __thiscall CSoundEmitterSystem::LevelShutdownPostEntity(CSoundEmitterSystem *this)

{
  (**(code **)(*soundemitterbase + 0xa0))(soundemitterbase);
  if (*(int *)(this + 8) != 0) {
    (**(code **)(*(int *)(filesystem + 4) + 0xc))(filesystem + 4,*(int *)(this + 8));
    *(undefined4 *)(this + 8) = 0;
  }
  CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0xc));
  CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)g_CaptionRepeats);
  g_CaptionRepeats._20_2_ = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(g_CaptionRepeats + 4));
  g_CaptionRepeats._22_2_ = 0xffff;
  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)