L L4D2node

Music::OnPZAlert

0x008efc90 · 57 bytes · __cdecl

_ZN5Music9OnPZAlertEifPKcf

Decompiled

undefined (4 params)

/* Music::OnPZAlert(int, float, char const*, float) */

longdouble Music::OnPZAlert(int param_1,float param_2,char *param_3,float param_4)

{
  char cVar1;
  char *pcVar2;
  float in_stack_ffffffe4;
  
  cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
  pcVar2 = (char *)0xbf800000;
  if (cVar1 == '\0') {
    OnPZAlert(param_1,param_2,(char *)param_4,in_stack_ffffffe4);
    pcVar2 = param_3;
  }
  return (longdouble)(float)pcVar2;
}

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)