L L4D2node

CSoundControllerImp::PreClientUpdate

0x004c0fb0 · 14 bytes · __thiscall

_ZN19CSoundControllerImp15PreClientUpdateEv

Decompiled

undefined (1 param)

/* CSoundControllerImp::PreClientUpdate() */

void __thiscall CSoundControllerImp::PreClientUpdate(CSoundControllerImp *this)

{
                    /* WARNING: Could not recover jumptable at 0x004c0fbc. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 4))();
  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)