CModelSoundsCache::FindOrAddScriptSound
0x004698a0 · 114 bytes · __cdecl
_ZN17CModelSoundsCache20FindOrAddScriptSoundER10CUtlVectorIt10CUtlMemoryItiEEPKc
Decompiled
undefined (2 params)
/* CModelSoundsCache::FindOrAddScriptSound(CUtlVector<unsigned short, CUtlMemory<unsigned short,
int> >&, char const*) */
void CModelSoundsCache::FindOrAddScriptSound(CUtlVector *param_1,char *param_2)
{
int iVar1;
int iVar2;
ushort local_1e [7];
iVar2 = (**(code **)(*soundemitterbase + 0x1c))(soundemitterbase,param_2);
if (iVar2 != -1) {
iVar1 = *(int *)(param_1 + 0xc);
local_1e[0] = (ushort)iVar2;
if (0 < iVar1) {
if (local_1e[0] == **(ushort **)param_1) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_004698ed;
} while (local_1e[0] != (*(ushort **)param_1)[iVar2]);
if (iVar2 != -1) {
return;
}
}
LAB_004698ed:
CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::InsertBefore
((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)param_1,iVar1,local_1e);
}
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.