L L4D2node

CSoundControllerImp::Shutdown

0x004be7d0 · 70 bytes · __thiscall

_ZN19CSoundControllerImp8ShutdownEP11CSoundPatch

Decompiled

undefined (2 params)

/* CSoundControllerImp::Shutdown(CSoundPatch*) */

void __thiscall CSoundControllerImp::Shutdown(CSoundControllerImp *this,CSoundPatch *param_1)

{
  CSoundPatch *in_stack_ffffffe4;
  
  if (param_1 != (CSoundPatch *)0x0) {
    if (*(int *)(param_1 + 0x58) != 0) {
      CSoundPatch::Shutdown(in_stack_ffffffe4);
    }
    (**(code **)(*(int *)this + 0x10))(this,param_1);
    RemoveFromList(this,param_1);
    return;
  }
  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)