L L4D2node

Charger::GetFootstepSound

0x00a7b5d0 · 62 bytes · __cdecl

_ZNK7Charger16GetFootstepSoundEPKcbfb

Decompiled

undefined (4 params)

/* Charger::GetFootstepSound(char const*, bool, float, bool) const */

undefined1 * Charger::GetFootstepSound(char *param_1,bool param_2,float param_3,bool param_4)

{
  char *pcVar1;
  
  pcVar1 = "Clown.Default.RunRight";
  if (param_3._0_1_ == '\0') {
    pcVar1 = "Clown.Default.RunLeft";
  }
  V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,
             "Charger.Default.%s",pcVar1 + 0xe);
  return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
}

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)