L L4D2node

Music::OnBossApproaching

0x008ef400 · 128 bytes · __thiscall

_ZN5Music17OnBossApproachingEv

Decompiled

undefined (1 param)

/* Music::OnBossApproaching() */

void __thiscall Music::OnBossApproaching(Music *this)

{
  CDirector *this_00;
  char cVar1;
  undefined4 uVar2;
  
  uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnBossApproaching\n",uVar2);
  this_00 = TheDirector;
  this[0x104] = (Music)0x1;
  this[0x1b0] = (Music)0x1;
  cVar1 = CDirector::ShouldPlayBossMusic(this_00);
  if (cVar1 != '\0') {
    Play(this,"Event.Tank",0,-1.0,false,false);
  }
  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)