L L4D2node

Music::ClearDeathDSP

0x008e9090 · 130 bytes · __thiscall

_ZN5Music13ClearDeathDSPEv

Decompiled

undefined (1 param)

/* Music::ClearDeathDSP() */

void __thiscall Music::ClearDeathDSP(Music *this)

{
  CBasePlayer *pCVar1;
  char cVar2;
  undefined **local_2c [8];
  
  cVar2 = (**(code **)(**(int **)(this + 0x378) + 0x170))(*(int **)(this + 0x378));
  if (cVar2 == '\0') {
    return;
  }
  pCVar1 = *(CBasePlayer **)(this + 0x378);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 008e90df to 008e90e3 has its CatchHandler @ 008e911b */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,pCVar1);
                    /* try { // try from 008e9102 to 008e9104 has its CatchHandler @ 008e912d */
  (**(code **)(*enginesound + 0x2c))(enginesound,(CRecipientFilter *)local_2c,0,0);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)