L L4D2node

CTeamplayRoundBasedRules::PlayStartRoundVoice

0x004cc130 · 69 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules19PlayStartRoundVoiceEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::PlayStartRoundVoice() */

void __thiscall CTeamplayRoundBasedRules::PlayStartRoundVoice(CTeamplayRoundBasedRules *this)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 2;
  while( true ) {
    iVar2 = GetNumberOfTeams();
    if (iVar2 <= iVar3) break;
    pcVar1 = (char *)UTIL_VarArgs("Game.TeamRoundStart%d",iVar3);
    BroadcastSound(this,iVar3,pcVar1);
    iVar3 = iVar3 + 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)