INextBotEventResponder::OnSound
0x003e24c0 · 84 bytes · __thiscall
_ZN22INextBotEventResponder7OnSoundEP11CBaseEntityRK6VectorP9KeyValues
Decompiled
undefined (4 params)
/* INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) */
void __thiscall
INextBotEventResponder::OnSound
(INextBotEventResponder *this,CBaseEntity *param_1,Vector *param_2,KeyValues *param_3)
{
int *piVar1;
for (piVar1 = (int *)(**(code **)(*(int *)this + 8))(this); piVar1 != (int *)0x0;
piVar1 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar1)) {
(**(code **)(*piVar1 + 0x5c))(piVar1,param_1,param_2,param_3);
}
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.