CBaseEntity::StopSound
0x004b2530 · 258 bytes · __thiscall
_ZN11CBaseEntity9StopSoundEPKc
Decompiled
undefined (2 params)
/* CBaseEntity::StopSound(char const*) */
void __thiscall CBaseEntity::StopSound(CBaseEntity *this,char *param_1)
{
short sVar1;
undefined4 *puVar2;
uint uVar3;
undefined4 uVar4;
ushort uVar5;
undefined4 *puVar6;
int iVar7;
int iVar8;
if (*(int *)(this + 0x30) == 0) {
iVar7 = 0;
}
else {
iVar7 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
sVar1 = (**(code **)(*soundemitterbase + 0x1c))(soundemitterbase,param_1);
if (((sVar1 != -1) &&
(puVar2 = (undefined4 *)(**(code **)(*soundemitterbase + 0x58))(soundemitterbase,(int)sVar1),
puVar2 != (undefined4 *)0x0)) && (uVar5 = *(ushort *)(puVar2 + 2), uVar5 != 0)) {
uVar3 = (uint)uVar5;
iVar8 = 0;
while( true ) {
puVar6 = puVar2;
if (uVar5 != 1) {
puVar6 = (undefined4 *)*puVar2;
}
uVar4 = (**(code **)(*soundemitterbase + 0x30))(soundemitterbase,puVar6 + iVar8);
(**(code **)(*enginesound + 0x20))
(enginesound,iVar7,*(undefined2 *)((int)puVar2 + 0x16),uVar4);
(**(code **)(g_SoundEmitterSystem + 0x44))
(&g_SoundEmitterSystem,iVar7,"StopSound: \'%s\' stopped as \'%s\' (ent %i)\n",
param_1,uVar4,iVar7);
if (iVar8 == uVar3 - 1) break;
iVar8 = iVar8 + 1;
uVar5 = *(ushort *)(puVar2 + 2);
}
}
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.