CGameClient::WriteGameSounds
0x001e97f0 · 352 bytes · __thiscall
_ZN11CGameClient15WriteGameSoundsER8bf_writei
Decompiled
undefined (3 params)
/* CGameClient::WriteGameSounds(bf_write&, int) */
void __thiscall CGameClient::WriteGameSounds(CGameClient *this,bf_write *param_1,int param_2)
{
char cVar1;
uchar *puVar2;
undefined4 uVar3;
undefined **local_b0;
undefined1 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_a0;
undefined8 local_9c;
undefined4 local_94;
undefined4 local_90;
undefined8 local_8c;
undefined4 local_84;
undefined4 local_80;
undefined1 local_7c;
undefined8 local_78;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_58;
undefined1 local_54;
undefined4 local_50;
undefined4 local_4c;
bf_write local_34 [36];
if (0 < *(int *)(this + 0x1d760)) {
puVar2 = (uchar *)NET_AllocPayload();
local_a4 = 0;
local_a0 = 0;
local_9c = 0;
local_94 = 0;
local_90 = 0;
local_8c = 0;
local_84 = 0;
local_80 = 0;
local_7c = 0;
local_78 = 0;
local_70 = 0;
local_6c = 0;
local_ac = 1;
local_a8 = 0;
local_b0 = &PTR__SVC_Sounds_002a1dc8;
local_54 = 0;
local_58 = 0;
local_50 = 0xffffffff;
local_4c = 0;
/* try { // try from 001e98af to 001e98b3 has its CatchHandler @ 001e996c */
bf_write::bf_write(local_34);
/* try { // try from 001e98d3 to 001e9932 has its CatchHandler @ 001e9950 */
bf_write::StartWriting(local_34,puVar2,0x37aa0,0,-1);
uVar3 = FillSoundsMessage(this,(SVC_Sounds *)&local_b0,param_2);
SVC_Sounds::WriteToBuffer((SVC_Sounds *)&local_b0,param_1);
cVar1 = CBaseClient::IsTracing((CBaseClient *)this);
if (cVar1 != '\0') {
CBaseClient::TraceNetworkData((CBaseClient *)this,param_1,"Sounds [count=%d]",uVar3);
}
local_b0 = &PTR__INetMessage_002a1188;
NET_FreePayload(puVar2);
}
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.