L L4D2node

Music::OnSavedFromLedgeHang

0x008f3ef0 · 209 bytes · __thiscall

_ZN5Music20OnSavedFromLedgeHangEv

Decompiled

undefined (1 param)

/* Music::OnSavedFromLedgeHang() */

void __thiscall Music::OnSavedFromLedgeHang(Music *this)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnSavedFromLedgeHang\n",uVar1);
  StopPlaying(this,"Event.LedgeHangTwoHands",2.0,false);
  StopPlaying(this,"Event.LedgeHangOneHand",2.0,false);
  StopPlaying(this,"Event.LedgeHangFingers",2.0,false);
  StopPlaying(this,"Event.LedgeHangAboutToFall",2.0,false);
  StopPlaying(this,"Event.LedgeHangFalling",2.0,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)