L L4D2node

CSoundscapeSystem::LevelInitPreEntity

0x00830a30 · 61 bytes · __cdecl

_ZN17CSoundscapeSystem18LevelInitPreEntityEv

Decompiled

undefined (0 params)

/* CSoundscapeSystem::LevelInitPreEntity() */

void CSoundscapeSystem::LevelInitPreEntity(void)

{
  g_SoundscapeSystem._16_4_ = 0;
  CStringRegistry::ClearStrings((CStringRegistry *)(g_SoundscapeSystem + 0xc));
  g_SoundscapeSystem._32_4_ = 0;
  g_SoundscapeSystem._80_4_ = 0;
  Init((CSoundscapeSystem *)g_SoundscapeSystem);
  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)