L L4D2node

CEnvSoundscapeProxy::CEnvSoundscapeProxy

0x0082e790 · 40 bytes · __thiscall

_ZN19CEnvSoundscapeProxyC1Ev

Decompiled

undefined (1 param)

/* CEnvSoundscapeProxy::CEnvSoundscapeProxy() */

void __thiscall CEnvSoundscapeProxy::CEnvSoundscapeProxy(CEnvSoundscapeProxy *this)

{
  CEnvSoundscape::CEnvSoundscape((CEnvSoundscape *)this);
  *(undefined ***)this = &PTR__CEnvSoundscapeProxy_00cd16c8;
  *(undefined4 *)(this + 0x490) = 0;
  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)