L L4D2node

CSoundControllerImp::CommandClear

0x004becd0 · 117 bytes · __thiscall

_ZN19CSoundControllerImp12CommandClearEP11CSoundPatch

Decompiled

undefined (2 params)

/* CSoundControllerImp::CommandClear(CSoundPatch*) */

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

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x30) + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      piVar1 = *(int **)(*(int *)(this + 0x24) + iVar3);
      if ((CSoundPatch *)*piVar1 == param_1) {
        CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
        ::RemoveAt((CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
                    *)(this + 0x24),iVar2);
        CUtlMemoryPool::Free((CUtlMemoryPool *)SoundCommand_t::s_Allocator,piVar1);
      }
      iVar2 = iVar2 + -1;
      iVar3 = iVar3 + -4;
    } while (iVar2 != -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)