L L4D2node

CBaseServerVehicle::SoundStartDisabled

0x00b3ac50 · 143 bytes · __thiscall

_ZN18CBaseServerVehicle18SoundStartDisabledEv

Decompiled

undefined (1 param)

/* CBaseServerVehicle::SoundStartDisabled() */

void __thiscall CBaseServerVehicle::SoundStartDisabled(CBaseServerVehicle *this)

{
  int iVar1;
  char *pcVar2;
  CBaseServerVehicle *this_00;
  vbs_sound_update_t *pvVar3;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined1 local_14;
  undefined1 local_13;
  undefined1 local_12;
  undefined1 local_11;
  undefined1 local_10;
  
  iVar1 = gpGlobals;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_13 = 0;
  local_12 = 0;
  *(undefined4 *)(this + 0x194) = 0;
  local_20 = *(undefined4 *)(iVar1 + 0x10);
  local_11 = 0;
  local_10 = 0;
  local_11 = (**(code **)(*(int *)this + 0xec))(this);
  pvVar3 = (vbs_sound_update_t *)&local_20;
  this_00 = this;
  iVar1 = SoundState_ChooseState(this,pvVar3);
  if (iVar1 == 3) {
    pcVar2 = "";
    if (*(char **)(this + 0xec) != (char *)0x0) {
      pcVar2 = *(char **)(this + 0xec);
    }
    if (*pcVar2 != '\0') {
      PlaySound(this_00,(char *)pvVar3);
      return;
    }
  }
  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)