L L4D2node

CSoundEnt::OnRestore

0x0082be60 · 47 bytes · __thiscall

_ZN9CSoundEnt9OnRestoreEv

Decompiled

undefined (1 param)

/* CSoundEnt::OnRestore() */

void __thiscall CSoundEnt::OnRestore(CSoundEnt *this)

{
  CBaseEntity::OnRestore((CBaseEntity *)this);
  if (g_pSoundEnt != (CBaseEntity *)0x0) {
    UTIL_Remove(g_pSoundEnt);
  }
  g_pSoundEnt = (CBaseEntity *)this;
  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)