L L4D2node

CSoundControllerImp::SoundFadeOut

0x004be520 · 143 bytes · __thiscall

_ZN19CSoundControllerImp12SoundFadeOutEP11CSoundPatchfb

Decompiled

undefined (4 params)

/* CSoundControllerImp::SoundFadeOut(CSoundPatch*, float, bool) */

void __thiscall
CSoundControllerImp::SoundFadeOut
          (CSoundControllerImp *this,CSoundPatch *param_1,float param_2,bool param_3)

{
  if ((param_2 == 0.0) && (param_3)) {
                    /* WARNING: Could not recover jumptable at 0x004be5b8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x2c))();
    return;
  }
  CSoundPatch::FadeOut(param_1,param_2,param_3);
  if (!param_3) {
    return;
  }
  (**(code **)(*(int *)this + 0xc))(this,param_1,param_2,3,0,0);
  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)