L L4D2node

Music::OnEnterCheckpoint

0x008f5040 · 203 bytes · __thiscall

_ZN5Music17OnEnterCheckpointEv

Decompiled

undefined (1 param)

/* Music::OnEnterCheckpoint() */

void __thiscall Music::OnEnterCheckpoint(Music *this)

{
  char cVar1;
  undefined4 uVar2;
  
  uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnEnterCheckpoint\n",uVar2);
  StopPlaying(this,"all",1.0,false);
  SendCommand(this,"GameOver",(char *)0x0,(char *)0x0,-10);
  cVar1 = (**(code **)(*(int *)this + 0x14))(this);
  if (cVar1 == '\0') {
    Play(this,"Event.SafeRoom",0,-1.0,false,false);
    return;
  }
  Play(this,"Event.SafeRoom_L4D1",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)