CBaseCombatCharacter::GetFootstepSound
0x003e0730 · 8 bytes · __cdecl
_ZNK20CBaseCombatCharacter16GetFootstepSoundEPKcbfb
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::GetFootstepSound(char const*, bool, float, bool) const */
undefined4
CBaseCombatCharacter::GetFootstepSound(char *param_1,bool param_2,float param_3,bool param_4)
{
undefined3 in_stack_00000009;
return _param_2;
}
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.