L L4D2node

CBaseServerVehicle::SoundShutdown

0x00b36880 · 170 bytes · __thiscall

_ZN18CBaseServerVehicle13SoundShutdownEf

Decompiled

undefined (2 params)

/* CBaseServerVehicle::SoundShutdown(float) */

void __thiscall CBaseServerVehicle::SoundShutdown(CBaseServerVehicle *this,float param_1)

{
  undefined4 *puVar1;
  int *piVar2;
  int iVar3;
  
  iVar3 = 0;
  (**(code **)(*(int *)this + 0x120))(this);
  do {
    puVar1 = &g_iSoundsToStopOnExit + iVar3;
    iVar3 = iVar3 + 1;
    (**(code **)(*(int *)this + 0x114))(this,*puVar1);
  } while (iVar3 != 4);
  piVar2 = (int *)CSoundEnvelopeController::GetController();
  if (*(int *)(this + 400) != 0) {
    (**(code **)(*piVar2 + 0x38))(piVar2,*(int *)(this + 400),param_1,1);
    *(undefined4 *)(this + 400) = 0;
  }
  if (*(int *)(this + 0x18c) != 0) {
    (**(code **)(*piVar2 + 0x38))(piVar2,*(int *)(this + 0x18c),param_1,1);
    *(undefined4 *)(this + 0x18c) = 0;
  }
  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)