L L4D2node

CBaseServerVehicle::InitSoundParams

0x00b3b4a0 · 81 bytes · __thiscall

_ZN18CBaseServerVehicle15InitSoundParamsER18vbs_sound_update_t

Decompiled

undefined (2 params)

/* CBaseServerVehicle::InitSoundParams(vbs_sound_update_t&) */

void __thiscall
CBaseServerVehicle::InitSoundParams(CBaseServerVehicle *this,vbs_sound_update_t *param_1)

{
  undefined4 uVar1;
  vbs_sound_update_t vVar2;
  
  uVar1 = *(undefined4 *)(gpGlobals + 0x10);
  param_1[0xc] = (vbs_sound_update_t)0x0;
  *(undefined4 *)param_1 = uVar1;
  param_1[0xd] = (vbs_sound_update_t)0x0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  param_1[0xe] = (vbs_sound_update_t)0x0;
  param_1[0xf] = (vbs_sound_update_t)0x0;
  param_1[0x10] = (vbs_sound_update_t)0x0;
  vVar2 = (vbs_sound_update_t)(**(code **)(*(int *)this + 0xec))(this);
  param_1[0xf] = vVar2;
  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)