L L4D2node

ScriptEmitAmbientSoundOn

0x00b440e0 · 203 bytes · __cdecl

_ZL24ScriptEmitAmbientSoundOnPKcfiiP9HSCRIPT__

Decompiled

undefined (5 params)

/* ScriptEmitAmbientSoundOn(char const*, float, int, int, HSCRIPT__*) */

void ScriptEmitAmbientSoundOn
               (char *param_1,float param_2,int param_3,int param_4,HSCRIPT__ *param_5)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *this;
  int iVar3;
  
  if (param_5 == (HSCRIPT__ *)0x0) {
    return;
  }
  pcVar1 = *(code **)(*g_pScriptVM + 0x68);
  pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
  this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_5,pSVar2);
  if (this != (CBaseEntity *)0x0) {
    if (((byte)this[0x14d] & 8) == 0) {
      iVar3 = *(int *)(this + 0x30);
    }
    else {
      CBaseEntity::CalcAbsolutePosition(this);
      iVar3 = *(int *)(this + 0x30);
    }
    if (iVar3 == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    UTIL_EmitAmbientSound(iVar3,this + 0x2e0,param_1,param_2,param_3,0x83,param_4,0,0);
    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)