L L4D2node

CSurroundTest::FireCorrectOutput

0x00664690 · 168 bytes · __cdecl

_ZN13CSurroundTest17FireCorrectOutputER11inputdata_t

Decompiled

undefined (1 param)

/* CSurroundTest::FireCorrectOutput(inputdata_t&) */

void CSurroundTest::FireCorrectOutput(inputdata_t *param_1)

{
  uint uVar1;
  int iVar2;
  
  iVar2 = (**(code **)(*cvar + 0x30))(cvar,"snd_surround_speakers");
  if (iVar2 != 0) {
    uVar1 = *(uint *)(*(int *)(iVar2 + 0x1c) + 0x30);
    if ((uVar1 & 0xfffffffd) == 0) {
      COutputEvent::FireOutput
                ((COutputEvent *)(param_1 + 0x440),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0
                );
      return;
    }
    if (uVar1 == 4) {
      COutputEvent::FireOutput
                ((COutputEvent *)(param_1 + 0x458),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0
                );
    }
    else if (uVar1 == 5) {
      COutputEvent::FireOutput
                ((COutputEvent *)(param_1 + 0x470),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0
                );
      return;
    }
  }
  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)