L L4D2node

CChainsaw::StopSound

0x00531dd0 · 101 bytes · __thiscall

_ZN9CChainsaw9StopSoundEPP11CSoundPatchf

Decompiled

undefined (3 params)

/* CChainsaw::StopSound(CSoundPatch**, float) */

void __thiscall CChainsaw::StopSound(CChainsaw *this,CSoundPatch **param_1,float param_2)

{
  int *piVar1;
  
  if (*param_1 != (CSoundPatch *)0x0) {
    if (param_2 <= 0.0) {
      piVar1 = (int *)CSoundEnvelopeController::GetController();
      (**(code **)(*piVar1 + 0x2c))(piVar1,*param_1);
    }
    else {
      piVar1 = (int *)CSoundEnvelopeController::GetController();
      (**(code **)(*piVar1 + 0x38))(piVar1,*param_1,param_2,1);
    }
    *param_1 = (CSoundPatch *)0x0;
  }
  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)