L L4D2node

CTankTrainAI::SoundEngineStop

0x00835eb0 · 128 bytes · __thiscall

_ZN12CTankTrainAI15SoundEngineStopEv.part.16

Decompiled

undefined (1 param)

/* CTankTrainAI::SoundEngineStop() [clone .part.16] */

void __thiscall CTankTrainAI::SoundEngineStop(CTankTrainAI *this)

{
  int in_EAX;
  int *piVar1;
  
  piVar1 = (int *)CSoundEnvelopeController::GetController();
  if (*(int *)(in_EAX + 0x44c) != 0) {
    (**(code **)(*piVar1 + 0x38))(piVar1,*(int *)(in_EAX + 0x44c),0x3e800000,0);
  }
  if (*(int *)(in_EAX + 0x450) != 0) {
    (**(code **)(*piVar1 + 0x10))(piVar1,*(int *)(in_EAX + 0x450));
    (**(code **)(*piVar1 + 0x30))(piVar1,*(undefined4 *)(in_EAX + 0x450),0x428c0000,0x40400000);
  }
  *(undefined4 *)(in_EAX + 0x448) = 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)