L L4D2node

CSoundControllerImp::CommandInsert

0x004be9b0 · 29 bytes · __cdecl

_ZN19CSoundControllerImp13CommandInsertEP14SoundCommand_t

Decompiled

undefined (1 param)

/* CSoundControllerImp::CommandInsert(SoundCommand_t*) */

void CSoundControllerImp::CommandInsert(SoundCommand_t *param_1)

{
  CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
  ::Insert((CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
            *)(param_1 + 0x24),(SoundCommand_t **)&stack0x00000008);
  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)