L L4D2node

CBaseServerVehicle::StopLoopingSound

0x00b3a350 · 114 bytes · __thiscall

_ZN18CBaseServerVehicle16StopLoopingSoundEf

Decompiled

undefined (2 params)

/* CBaseServerVehicle::StopLoopingSound(float) */

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

{
  int iVar1;
  int *piVar2;
  
  piVar2 = (int *)CSoundEnvelopeController::GetController();
  if (*(int *)(this + 400) != 0) {
    (**(code **)(*piVar2 + 0x2c))(piVar2,*(int *)(this + 400));
    *(undefined4 *)(this + 400) = 0;
  }
  iVar1 = *(int *)(this + 0x18c);
  if (iVar1 != 0) {
    *(int *)(this + 400) = iVar1;
    *(undefined4 *)(this + 0x18c) = 0;
    (**(code **)(*piVar2 + 0x38))(piVar2,iVar1,param_1,0);
  }
  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)