L L4D2node

CTerrorPlayer::EmitTrackedSound

0x009c2280 · 235 bytes · __thiscall

_ZN13CTerrorPlayer16EmitTrackedSoundEPKcf

Decompiled

undefined (3 params)

/* CTerrorPlayer::EmitTrackedSound(char const*, float) */

void __thiscall CTerrorPlayer::EmitTrackedSound(CTerrorPlayer *this,char *param_1,float param_2)

{
  float fVar1;
  int iVar2;
  int *piVar3;
  float fVar4;
  char *local_24;
  float local_20;
  
  local_24 = (char *)0x0;
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    local_24 = param_1;
  }
  local_20 = 0.0;
  if (param_2 != 0.0) {
    local_20 = *(float *)(gpGlobals + 0xc) + param_2;
  }
  if (*(int *)(this + 0x2b54) < 1) {
LAB_009c22f1:
    CBaseEntity::EmitSound((CBaseEntity *)this,param_1,0.0,(float *)0x0);
    CUtlVector<CTerrorPlayer::TrackedSoundType,CUtlMemory<CTerrorPlayer::TrackedSoundType,int>>::
    InsertBefore((CUtlVector<CTerrorPlayer::TrackedSoundType,CUtlMemory<CTerrorPlayer::TrackedSoundType,int>>
                  *)(this + 0x2b48),*(int *)(this + 0x2b54),(TrackedSoundType *)&local_24);
  }
  else {
    piVar3 = *(int **)(this + 0x2b48);
    if (local_24 != (char *)*piVar3) {
      iVar2 = 0;
      do {
        piVar3 = piVar3 + 2;
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 0x2b54)) goto LAB_009c22f1;
      } while (local_24 != (char *)*piVar3);
      if (iVar2 == -1) goto LAB_009c22f1;
    }
    if ((param_2 != 0.0) && (fVar1 = (float)piVar3[1], fVar1 != 0.0)) {
      fVar4 = param_2 + *(float *)(gpGlobals + 0xc);
      if (fVar4 <= fVar1) {
        fVar4 = fVar1;
      }
      piVar3[1] = (int)fVar4;
      return;
    }
  }
  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)