L L4D2node

CSound::FIsSound

0x0082c120 · 117 bytes · __thiscall

_ZN6CSound8FIsSoundEv

Decompiled

undefined (1 param)

/* CSound::FIsSound() */

undefined4 __thiscall CSound::FIsSound(CSound *this)

{
  uint uVar1;
  
  uVar1 = *(uint *)(this + 0x10) & 0xfffff;
  if (uVar1 != 0x100) {
    if (uVar1 < 0x101) {
      if (uVar1 != 4) {
        if (uVar1 < 5) {
          if (1 < uVar1 - 1) {
            return 0;
          }
          return 1;
        }
        if (uVar1 != 8) {
          if (uVar1 != 0x10) {
            return 0;
          }
          return 1;
        }
        return 1;
      }
    }
    else if (uVar1 != 0x800) {
      if (uVar1 < 0x801) {
        if (uVar1 == 0x200) {
          return 1;
        }
        if (uVar1 == 0x400) {
          return 1;
        }
      }
      else {
        if (uVar1 == 0x1000) {
          return 1;
        }
        if (uVar1 == 0x2000) {
          return 1;
        }
      }
      return 0;
    }
  }
  return 1;
}

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)