L L4D2node

CSoundEnt::InitSoundEnt

0x0082c3f0 · 82 bytes · __cdecl

_ZN9CSoundEnt12InitSoundEntEv

Decompiled

undefined (0 params)

/* CSoundEnt::InitSoundEnt() */

undefined4 CSoundEnt::InitSoundEnt(void)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)GetWorldEntity();
  g_pSoundEnt = CBaseEntity::Create("soundent",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,pCVar1);
  if (g_pSoundEnt != 0) {
    *(uint *)(g_pSoundEnt + 0x14c) = *(uint *)(g_pSoundEnt + 0x14c) | 0x10;
    return 1;
  }
  Warning("**COULD NOT CREATE SOUNDENT**\n");
  return 0;
}

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)