L L4D2node

CAmbientMusic::InputPlaySound

0x00848490 · 110 bytes · __cdecl

_ZN13CAmbientMusic14InputPlaySoundER11inputdata_t

Decompiled

undefined (1 param)

/* CAmbientMusic::InputPlaySound(inputdata_t&) */

void CAmbientMusic::InputPlaySound(inputdata_t *param_1)

{
  undefined1 *puVar1;
  int iVar2;
  undefined1 *local_28;
  undefined1 local_24;
  int local_20;
  
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  puVar1 = *(undefined1 **)(param_1 + 0x440);
  if (puVar1 == (undefined1 *)0x0) {
    puVar1 = &DAT_00d539c2;
  }
  DevMsg("InputPlaySound: %s : %i\n",puVar1,iVar2);
  local_24 = 0;
  local_28 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x440) != (undefined1 *)0x0) {
    local_28 = *(undefined1 **)(param_1 + 0x440);
  }
  local_20 = iVar2;
  ForEachTerrorPlayer<PlayMusic>((PlayMusic *)&local_28);
  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)