EmitSound_t::EmitSound_t
0x004b23c0 · 159 bytes · __thiscall
_ZN11EmitSound_tC1ERK16CSoundParameters
Decompiled
undefined (2 params)
/* EmitSound_t::EmitSound_t(CSoundParameters const&) */
void __thiscall EmitSound_t::EmitSound_t(EmitSound_t *this,CSoundParameters *param_1)
{
undefined4 uVar1;
float fVar2;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)this = *(undefined4 *)param_1;
*(CSoundParameters **)(this + 4) = param_1 + 0x20;
*(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 4);
fVar2 = 0.0;
uVar1 = *(undefined4 *)(param_1 + 0x14);
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0xc) = uVar1;
uVar1 = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x14) = uVar1;
if (*(int *)(param_1 + 0xa0) != 0) {
fVar2 = (float)*(int *)(param_1 + 0xa0) * 0.001 + *(float *)(gpGlobals + 0xc);
}
*(float *)(this + 0x1c) = fVar2;
*(undefined4 *)(this + 0x20) = 0;
this[0x24] = (EmitSound_t)0x1;
this[0x25] = (EmitSound_t)0x0;
this[0x26] = (EmitSound_t)0x0;
*(undefined4 *)(this + 0x28) = 0xffffffff;
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.