L L4D2node

CSceneEntity::GenerateSoundScene

0x00811df0 · 83 bytes · __thiscall

_ZN12CSceneEntity18GenerateSoundSceneEP9CBaseFlexPKc

Decompiled

undefined (3 params)

/* CSceneEntity::GenerateSoundScene(CBaseFlex*, char const*) */

void __thiscall
CSceneEntity::GenerateSoundScene(CSceneEntity *this,CBaseFlex *param_1,char *param_2)

{
  char *pcVar1;
  undefined4 *puVar2;
  
  this[0x6f9] = (CSceneEntity)0x1;
  pcVar1 = (char *)0x0;
  if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
    pcVar1 = param_2;
  }
  *(char **)(this + 0x6fc) = pcVar1;
  if (param_1 != (CBaseFlex *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x700) = *puVar2;
    return;
  }
  *(undefined4 *)(this + 0x700) = 0xffffffff;
  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)