CEngineSoundServer::EmitSoundInternal
0x001577a0 · 271 bytes · __cdecl
_ZN18CEngineSoundServer17EmitSoundInternalER16IRecipientFilteriiPKcf12soundlevel_tiiPK6VectorS7_P10CUtlVectorIS5_10CUtlMemoryIS5_iEEbfi
Decompiled
undefined (14 params)
/* CEngineSoundServer::EmitSoundInternal(IRecipientFilter&, int, int, char const*, float,
soundlevel_t, int, int, Vector const*, Vector const*, CUtlVector<Vector, CUtlMemory<Vector, int>
>*, bool, float, int) */
void CEngineSoundServer::EmitSoundInternal(undefined4 param_1,undefined4 param_2)
{
float in_stack_00000018;
uint in_stack_0000001c;
uint in_stack_00000024;
if ((1.0 < in_stack_00000018) || (in_stack_00000018 < 0.0)) {
param_1 = "EmitSound: %s volume out of bounds = %f\n";
Warning();
return;
}
if (0x1ff < in_stack_0000001c) {
param_1 = "EmitSound: %s soundlevel out of bounds = %d\n";
Warning();
return;
}
if (in_stack_00000024 < 0x100) {
param_1 = (char *)param_2;
SV_StartSound();
return;
}
param_1 = "EmitSound: %s pitch out of bounds = %i\n";
Warning();
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.