L L4D2node

CTeamplayRoundBasedRules::PlayWinSong

0x004cc420 · 140 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules11PlayWinSongEi

Decompiled

undefined (2 params)

/* CTeamplayRoundBasedRules::PlayWinSong(int) */

void __thiscall CTeamplayRoundBasedRules::PlayWinSong(CTeamplayRoundBasedRules *this,int param_1)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 != 0) {
    iVar3 = 2;
    pcVar1 = (char *)UTIL_VarArgs("Game.TeamWin%d",param_1);
    BroadcastSound(this,0,pcVar1);
    while( true ) {
      iVar2 = GetNumberOfTeams();
      if (iVar2 <= iVar3) break;
      if (iVar3 == param_1) {
        BroadcastSound(this,iVar3,"Game.YourTeamWon");
      }
      else {
        BroadcastSound(this,iVar3,"Game.YourTeamLost");
      }
      iVar3 = iVar3 + 1;
    }
    return;
  }
  PlayStalemateSong(this);
  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)