L L4D2node

CSoundEnt::FreeSound

0x0082c4d0 · 106 bytes · __cdecl

_ZN9CSoundEnt9FreeSoundEii

Decompiled

undefined (2 params)

/* CSoundEnt::FreeSound(int, int) */

void CSoundEnt::FreeSound(int param_1,int param_2)

{
  int iVar1;
  
  iVar1 = g_pSoundEnt;
  if (g_pSoundEnt != 0) {
    if (param_2 == -1) {
      *(int *)(g_pSoundEnt + 0x444) = (int)*(short *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
    }
    else {
      *(undefined2 *)(g_pSoundEnt + 0x468 + param_2 * 0x34) =
           *(undefined2 *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
    }
    *(undefined2 *)(iVar1 + 0x468 + param_1 * 0x34) = *(undefined2 *)(iVar1 + 0x440);
    *(int *)(iVar1 + 0x440) = param_1;
  }
  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)