L L4D2node

CBaseServerVehicle::PlaySound

0x00b3a320 · 26 bytes · __thiscall

_ZN18CBaseServerVehicle9PlaySoundEPKc

Decompiled

undefined (2 params)

/* CBaseServerVehicle::PlaySound(char const*) */

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

{
  CBaseServerVehicle *pCVar1;
  
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    pCVar1 = (CBaseServerVehicle *)PlaySound(this,param_1);
    return pCVar1;
  }
  return this;
}

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)