L L4D2node

CSoundControllerImp::SoundPlayEnvelope

0x004bdca0 · 54 bytes · __thiscall

_ZN19CSoundControllerImp17SoundPlayEnvelopeEP11CSoundPatch15soundcommands_tP21envelopeDescription_t

Decompiled

undefined (4 params)

/* CSoundControllerImp::SoundPlayEnvelope(CSoundPatch*, soundcommands_t, envelopeDescription_t*) */

void __thiscall
CSoundControllerImp::SoundPlayEnvelope
          (CSoundControllerImp *this,undefined4 param_1,undefined4 param_3,undefined4 *param_4)

{
  (**(code **)(*(int *)this + 0x44))(this,param_1,param_3,*param_4,param_4[1]);
  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)