L L4D2node

sv_soundscape_printdebuginfo

0x00831160 · 30 bytes · __cdecl

_ZL28sv_soundscape_printdebuginfoRK8CCommand

Decompiled

undefined (1 param)

/* sv_soundscape_printdebuginfo(CCommand const&) */

void sv_soundscape_printdebuginfo(CCommand *param_1)

{
  char cVar1;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  CSoundscapeSystem::PrintDebugInfo((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)