L L4D2node

CSoundEnt::CSoundEnt

0x0082c470 · 87 bytes · __thiscall

_ZN9CSoundEntC1Ev

Decompiled

undefined (1 param)

/* CSoundEnt::CSoundEnt() */

void __thiscall CSoundEnt::CSoundEnt(CSoundEnt *this)

{
  CSoundEnt *pCVar1;
  CSoundEnt *pCVar2;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CSoundEnt_00cd0ae8;
  pCVar1 = this + 0x44c;
  do {
    *(undefined4 *)pCVar1 = 0xffffffff;
    pCVar2 = pCVar1 + 0x34;
    *(undefined4 *)(this + (int)(pCVar1 + (0x450 - (int)(this + 0x44c)))) = 0xffffffff;
    pCVar1 = pCVar2;
  } while (pCVar2 != this + 0x1e4c);
  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)