L L4D2node

Music::OnMobApproachingNear

0x008e8c80 · 62 bytes · __thiscall

_ZN5Music20OnMobApproachingNearEi

Decompiled

undefined (2 params)

/* Music::OnMobApproachingNear(int) */

void __thiscall Music::OnMobApproachingNear(Music *this,int param_1)

{
  undefined4 uVar1;
  
  *(int *)(this + 0x1dc) = param_1;
  uVar1 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnMobApproachingNear : %i\n",uVar1,param_1);
  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)