L L4D2node

CMoveHelperServer::StartSound

0x006f6fd0 · 121 bytes · __thiscall

_ZN17CMoveHelperServer10StartSoundERK6VectorPKc

Decompiled

undefined (3 params)

/* CMoveHelperServer::StartSound(Vector const&, char const*) */

void __thiscall CMoveHelperServer::StartSound(CMoveHelperServer *this,Vector *param_1,char *param_2)

{
  int iVar1;
  CRecipientFilter local_2c [32];
  
  CRecipientFilter::CRecipientFilter(local_2c);
                    /* try { // try from 006f6fed to 006f7035 has its CatchHandler @ 006f704c */
  CRecipientFilter::AddRecipientsByPAS(local_2c,param_1);
  if (*(int *)(*(int *)(this + 4) + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(*(int *)(this + 4) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  CBaseEntity::EmitSound((IRecipientFilter *)local_2c,iVar1,param_2,(Vector *)0x0,0.0,(float *)0x0);
  CRecipientFilter::~CRecipientFilter(local_2c);
  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)