L L4D2node

CBaseServerVehicle::PlaySound

0x00b369f0 · 82 bytes · __thiscall

_ZN18CBaseServerVehicle9PlaySoundEPKc.part.26

Decompiled

undefined (2 params)

/* CBaseServerVehicle::PlaySound(char const*) [clone .part.26] */

void __thiscall CBaseServerVehicle::PlaySound(CBaseServerVehicle *this,char *param_1)

{
  int in_EAX;
  char *in_EDX;
  
  if (*(int *)(g_debug_vehiclesound._28_4_ + 0x30) != 0) {
    Msg("Playing non-looping vehicle sound: %s\n");
  }
  CBaseEntity::EmitSound(*(CBaseEntity **)(in_EAX + 0x2c),in_EDX,0.0,(float *)0x0);
  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)