L L4D2node

CSoundControllerImp::OnRestore

0x004bef40 · 76 bytes · __thiscall

_ZN19CSoundControllerImp9OnRestoreEv

Decompiled

undefined (1 param)

/* CSoundControllerImp::OnRestore() */

void __thiscall CSoundControllerImp::OnRestore(CSoundControllerImp *this)

{
  CSoundPatch *this_00;
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x1c) + -1;
  iVar2 = iVar1 * 4;
  if (-1 < iVar1) {
    do {
      this_00 = *(CSoundPatch **)(*(int *)(this + 0x10) + iVar2);
      if ((this_00 != (CSoundPatch *)0x0) && (*(int *)(this_00 + 0x58) != 0)) {
        CSoundPatch::ResumeSound(this_00);
      }
      iVar1 = iVar1 + -1;
      iVar2 = iVar2 + -4;
    } while (iVar1 != -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)