VOX_LookupSectorVirtual
0x000f1940 · 154 bytes · __cdecl
_Z23VOX_LookupSectorVirtualPc
Decompiled
undefined (1 param)
/* VOX_LookupSectorVirtual(char*) */
void VOX_LookupSectorVirtual(char *param_1)
{
float fVar1;
longdouble lVar2;
lVar2 = (longdouble)(**(code **)(*g_pSoundServices + 0xc))(g_pSoundServices);
fVar1 = (float)lVar2;
if (g_vox_isector == -1) {
g_vox_isector = RandomInt(0,0x13);
}
if (((float)*(int *)(snd_vox_sectimeout._28_4_ + 0x30) < fVar1 - g_vox_lastsectorupdate) &&
(g_vox_isector = g_vox_isector + 1, g_vox_lastsectorupdate = fVar1, 0x14 < g_vox_isector)) {
g_vox_isector = 1;
}
VOX_LookupNumber(param_1,g_vox_isector);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.