L L4D2node

CSoundscapeSystem::RemoveSoundscapeEntity

0x008311f0 · 89 bytes · __thiscall

_ZN17CSoundscapeSystem22RemoveSoundscapeEntityEP14CEnvSoundscape

Decompiled

undefined (2 params)

/* CSoundscapeSystem::RemoveSoundscapeEntity(CEnvSoundscape*) */

void __thiscall
CSoundscapeSystem::RemoveSoundscapeEntity(CSoundscapeSystem *this,CEnvSoundscape *param_1)

{
  int *piVar1;
  int iVar2;
  
  if (*(int *)(this + 0x20) < 1) {
LAB_00831221:
    *(undefined4 *)(param_1 + 0x464) = 0xffffffff;
    return;
  }
  piVar1 = *(int **)(this + 0x14);
  if ((CEnvSoundscape *)*piVar1 != param_1) {
    iVar2 = 0;
    do {
      piVar1 = piVar1 + 1;
      iVar2 = iVar2 + 1;
      if (iVar2 == *(int *)(this + 0x20)) goto LAB_00831221;
    } while ((CEnvSoundscape *)*piVar1 != param_1);
    if (iVar2 < 0) goto LAB_00831221;
  }
  *piVar1 = 0;
  *(undefined4 *)(param_1 + 0x464) = 0xffffffff;
  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)