L L4D2node

CAmbientMusic::InputStopSound

0x00848510 · 71 bytes · __cdecl

_ZN13CAmbientMusic14InputStopSoundER11inputdata_t

Decompiled

undefined (1 param)

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

void CAmbientMusic::InputStopSound(inputdata_t *param_1)

{
  undefined1 *local_18;
  undefined1 local_14;
  int local_10;
  
  if (*(int *)(param_1 + 0x30) == 0) {
    local_10 = 0;
  }
  else {
    local_10 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  local_14 = 1;
  local_18 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x440) != (undefined1 *)0x0) {
    local_18 = *(undefined1 **)(param_1 + 0x440);
  }
  ForEachTerrorPlayer<PlayMusic>((PlayMusic *)&local_18);
  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)