CBasePlayer::SetStepSoundTime
0x00416ab0 · 165 bytes · __thiscall
_ZN11CBasePlayer16SetStepSoundTimeE16stepsoundtimes_tb
Decompiled
undefined (3 params)
/* CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) */
void __thiscall CBasePlayer::SetStepSoundTime(CBasePlayer *this,int param_2,char param_3)
{
CBasePlayer CVar1;
undefined4 uVar2;
if (param_2 == 1) {
*(undefined4 *)(this + 0x1ff0) = 0x43af0000;
}
else if (param_2 < 2) {
if (param_2 == 0) {
joined_r0x00416aff:
uVar2 = 0x43960000;
if (param_3 != '\0') {
uVar2 = 0x43c80000;
}
CVar1 = this[0x150];
*(undefined4 *)(this + 0x1ff0) = uVar2;
goto joined_r0x00416add;
}
}
else if (param_2 == 2) {
*(undefined4 *)(this + 0x1ff0) = 0x44160000;
}
else if (param_2 == 3) goto joined_r0x00416aff;
CVar1 = this[0x150];
joined_r0x00416add:
if ((((byte)CVar1 & 2) == 0) && (this[0x186] != (CBasePlayer)0x9)) {
return;
}
*(float *)(this + 0x1ff0) = *(float *)(this + 0x1ff0) + 100.0;
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.