L L4D2node

Music::OnJockeyRide

0x008effd0 · 184 bytes · __thiscall

_ZN5Music12OnJockeyRideEv

Decompiled

undefined (1 param)

/* Music::OnJockeyRide() */

void __thiscall Music::OnJockeyRide(Music *this)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnJockeyRide\n",uVar1);
  this[0x104] = (Music)0x1;
  this[0x182] = (Music)0x1;
  if (*(int *)(*(int *)(this + 0x378) + 0x30) == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = *(int *)(*(int *)(this + 0x378) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  Play(this,"Event.JockeyHit",iVar2,-1.0,true,false);
  Play(this,"Event.JockeyRide",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)