L L4D2node

CEnvSoundscape::IsEnabled

0x0082e140 · 24 bytes · __cdecl

_ZNK14CEnvSoundscape9IsEnabledEv.part.17

Decompiled

undefined (0 params)

/* CEnvSoundscape::IsEnabled() const [clone .part.17] */

void CEnvSoundscape::IsEnabled(void)

{
  (**(code **)(*g_pGameRules + 0x1d0))(g_pGameRules);
  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)