L L4D2node

Script_StopSoundOn

0x00b43c30 · 89 bytes · __cdecl

_ZL18Script_StopSoundOnPKcP9HSCRIPT__

Decompiled

undefined (2 params)

/* Script_StopSoundOn(char const*, HSCRIPT__*) */

void Script_StopSoundOn(char *param_1,HSCRIPT__ *param_2)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *this;
  
  if (param_2 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_2,pSVar2);
    if (this != (CBaseEntity *)0x0) {
      CBaseEntity::StopSound(this,param_1);
      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)