L L4D2node

CSoundControllerImp::SoundDestroy

0x004bf830 · 111 bytes · __thiscall

_ZN19CSoundControllerImp12SoundDestroyEP11CSoundPatch

Decompiled

undefined (2 params)

/* CSoundControllerImp::SoundDestroy(CSoundPatch*) */

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

{
  if (param_1 != (CSoundPatch *)0x0) {
    (**(code **)(*(int *)this + 0x14))(this,param_1);
    *(undefined ***)(param_1 + 0x60) = &PTR__CCopyRecipientFilter_00c1e5c8;
    CSoundPatch::g_SoundPatchCount = CSoundPatch::g_SoundPatchCount + -1;
    *(undefined4 *)(param_1 + 0x74) = 0;
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x68));
    *(undefined4 *)(param_1 + 0x78) = *(undefined4 *)(param_1 + 0x68);
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x68));
    *(undefined ***)(param_1 + 0x60) = &PTR__IRecipientFilter_00c1e548;
    CUtlMemoryPool::Free((CUtlMemoryPool *)CSoundPatch::s_Allocator,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)