L L4D2node

CBaseServerVehicle::SoundStart

0x00b3ae70 · 114 bytes · __thiscall

_ZN18CBaseServerVehicle10SoundStartEv

Decompiled

undefined (1 param)

/* CBaseServerVehicle::SoundStart() */

void __thiscall CBaseServerVehicle::SoundStart(CBaseServerVehicle *this)

{
  int iVar1;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined1 local_14;
  undefined1 local_13;
  undefined1 local_12;
  undefined1 local_11;
  undefined1 local_10;
  
  (**(code **)(*(int *)this + 0x11c))(this);
  iVar1 = gpGlobals;
  local_14 = 0;
  *(undefined4 *)(this + 0x194) = 0;
  local_13 = 0;
  local_12 = 0;
  local_20 = *(undefined4 *)(iVar1 + 0x10);
  local_11 = 0;
  local_10 = 0;
  local_1c = 0;
  local_18 = 0;
  local_11 = (**(code **)(*(int *)this + 0xec))(this);
  SoundState_Update(this,(vbs_sound_update_t *)&local_20);
  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)