L L4D2node

CSoundControllerImp::CheckLoopingSoundsForPlayer

0x004c0e70 · 72 bytes · __thiscall

_ZN19CSoundControllerImp27CheckLoopingSoundsForPlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CSoundControllerImp::CheckLoopingSoundsForPlayer(CBasePlayer*) */

void __thiscall
CSoundControllerImp::CheckLoopingSoundsForPlayer(CSoundControllerImp *this,CBasePlayer *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x1c) + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(*(int *)(this + 0x10) + iVar3);
      iVar3 = iVar3 + -4;
      CSoundPatch::AddPlayerPost((CSoundPatch *)*puVar1,param_1);
    } 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)