L L4D2node

CSoundEnt::IAllocSound

0x0082c610 · 72 bytes · __thiscall

_ZN9CSoundEnt11IAllocSoundEv

Decompiled

undefined (1 param)

/* CSoundEnt::IAllocSound() */

void __thiscall CSoundEnt::IAllocSound(CSoundEnt *this)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x440);
  if (iVar1 != -1) {
    *(int *)(this + 0x440) = (int)*(short *)(this + iVar1 * 0x34 + 0x468);
    *(undefined2 *)(this + iVar1 * 0x34 + 0x468) = *(undefined2 *)(this + 0x444);
    *(int *)(this + 0x444) = iVar1;
    return;
  }
  IAllocSound();
  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)