L L4D2node

CSceneManager::QueueRestoredSound

0x008161f0 · 183 bytes · __thiscall

_ZN13CSceneManager18QueueRestoredSoundEP9CBaseFlexPKc12soundlevel_tf

Decompiled

undefined (5 params)

/* CSceneManager::QueueRestoredSound(CBaseFlex*, char const*, soundlevel_t, float) */

void __thiscall
CSceneManager::QueueRestoredSound
          (CSceneManager *this,int *param_1,char *param_2,undefined4 param_4,undefined4 param_5)

{
  undefined4 *puVar1;
  int in_GS_OFFSET;
  undefined4 local_9c;
  char local_98 [128];
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_98[0] = '\0';
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_18 = 0x4b;
  local_9c = 0xffffffff;
  local_14 = 0;
  if (param_1 != (int *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
    local_9c = *puVar1;
  }
  V_strncpy(local_98,param_2,0x80);
  local_14 = param_5;
  local_18 = param_4;
  CUtlVector<CSceneManager::CRestoreSceneSound,CUtlMemory<CSceneManager::CRestoreSceneSound,int>>::
  InsertBefore((CUtlVector<CSceneManager::CRestoreSceneSound,CUtlMemory<CSceneManager::CRestoreSceneSound,int>>
                *)(this + 0x454),*(int *)(this + 0x460),(CRestoreSceneSound *)&local_9c);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)