CCSPlayer::PlayJumpSound
0x0043b0c0 · 193 bytes · __cdecl
_ZN9CCSPlayer13PlayJumpSoundERK6VectorP13surfacedata_t
Decompiled
undefined (2 params)
/* CCSPlayer::PlayJumpSound(Vector const&, surfacedata_t*) */
void CCSPlayer::PlayJumpSound(Vector *param_1,surfacedata_t *param_2)
{
uint uVar1;
uint uVar2;
bool bVar3;
undefined4 local_18;
undefined4 local_14;
float local_10;
local_18 = *(undefined4 *)param_2;
local_14 = *(undefined4 *)(param_2 + 4);
local_10 = *(float *)(param_2 + 8) + 20.0;
uVar1 = (**(code **)*enginetrace)(enginetrace,&local_18,0x4030,0);
bVar3 = true;
uVar1 = uVar1 >> 5 & 1;
if (uVar1 == 0) {
uVar2 = (**(code **)*enginetrace)(enginetrace,param_2,0x4030,0);
bVar3 = (bool)((byte)(uVar2 >> 5) & 1);
}
CBaseCombatCharacter::PlayFootstepSound
((CBaseCombatCharacter *)param_1,(Vector *)param_2,true,bVar3,SUB41(uVar1,0),true);
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.