CVEngineServer::FadeClientVolume
0x0022c210 · 361 bytes · __thiscall
_ZN14CVEngineServer16FadeClientVolumeEPK7edict_tffff
Decompiled
undefined (6 params)
/* CVEngineServer::FadeClientVolume(edict_t const*, float, float, float, float) */
void __thiscall
CVEngineServer::FadeClientVolume
(CVEngineServer *this,edict_t *param_1,float param_2,float param_3,float param_4,
float param_5)
{
int iVar1;
int *piVar2;
int in_GS_OFFSET;
undefined **local_460;
undefined1 local_45c;
undefined4 local_458;
undefined4 local_454;
undefined4 local_450;
undefined8 local_44c;
undefined4 local_444;
undefined4 local_440;
undefined8 local_43c;
undefined4 local_434;
undefined4 local_430;
undefined1 local_42c;
undefined8 local_428;
undefined4 local_420;
undefined4 local_41c;
undefined4 local_414;
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = NUM_FOR_EDICT(param_1);
if ((iVar1 < 1) || (DAT_003b8080 < iVar1)) {
ConMsg("tried to DLL_FadeClientVolume a non-client\n");
}
else {
iVar1 = *(int *)(DAT_003b8074 + -4 + iVar1 * 4);
piVar2 = (int *)0x0;
if (iVar1 != 0) {
piVar2 = (int *)(iVar1 + 4);
}
local_414 = va("soundfade\t%.1f %.1f %.1f %.1f",(double)param_2,(double)param_4,(double)param_3,
(double)param_5);
local_454 = 0;
local_450 = 0;
local_44c = 0;
local_444 = 0;
local_440 = 0;
local_43c = 0;
local_434 = 0;
local_430 = 0;
local_42c = 0;
local_428 = 0;
local_420 = 0;
local_41c = 0;
local_45c = 1;
local_458 = 0;
local_460 = &PTR__NET_StringCmd_002a17c8;
(**(code **)(*piVar2 + 0x78))(piVar2,&local_460,0,0);
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.