L L4D2node

CEnvSoundscape::CEnvSoundscape

0x0082e6e0 · 133 bytes · __thiscall

_ZN14CEnvSoundscapeC1Ev

Decompiled

undefined (1 param)

/* CEnvSoundscape::CEnvSoundscape() */

void __thiscall CEnvSoundscape::CEnvSoundscape(CEnvSoundscape *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
  *(undefined ***)this = &PTR__CEnvSoundscape_00cd1a28;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x44c) = 0xffffffff;
  *(undefined4 *)(this + 0x450) = 0;
  *(undefined4 *)(this + 0x488) = 0xffffffff;
  *(undefined4 *)(this + 0x45c) = 0;
  *(undefined4 *)(this + 0x460) = 0xffffffff;
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  this[0x48c] = (CEnvSoundscape)0x0;
                    /* try { // try from 0082e759 to 0082e75d has its CatchHandler @ 0082e765 */
  CSoundscapeSystem::AddSoundscapeEntity((CSoundscapeSystem *)g_SoundscapeSystem,this);
  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)