L L4D2node

CBaseDoor::StopMovingSound

0x00666270 · 161 bytes · __thiscall

_ZN9CBaseDoor15StopMovingSoundEv

Decompiled

undefined (1 param)

/* CBaseDoor::StopMovingSound() */

void __thiscall CBaseDoor::StopMovingSound(CBaseDoor *this)

{
  char *pcVar1;
  int iVar2;
  undefined1 local_14 [12];
  
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  pcVar1 = *(char **)(this + 0x510);
  if ((pcVar1 == (char *)0x0) || ((*(uint *)(this + 0x440) & 0xfffffffd) == 0)) {
    pcVar1 = *(char **)(this + 0x508);
    if (pcVar1 == (char *)0x0) {
      pcVar1 = "";
    }
    iVar2 = *(int *)(this + 0x30);
  }
  else {
    iVar2 = *(int *)(this + 0x30);
  }
  if (iVar2 == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  CBaseEntity::StopSound(iVar2,6,pcVar1);
  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)