CSoundControllerImp::SoundFadeOut
0x004be520 · 143 bytes · __thiscall
_ZN19CSoundControllerImp12SoundFadeOutEP11CSoundPatchfb
Decompiled
undefined (4 params)
/* CSoundControllerImp::SoundFadeOut(CSoundPatch*, float, bool) */
void __thiscall
CSoundControllerImp::SoundFadeOut
(CSoundControllerImp *this,CSoundPatch *param_1,float param_2,bool param_3)
{
if ((param_2 == 0.0) && (param_3)) {
/* WARNING: Could not recover jumptable at 0x004be5b8. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x2c))();
return;
}
CSoundPatch::FadeOut(param_1,param_2,param_3);
if (!param_3) {
return;
}
(**(code **)(*(int *)this + 0xc))(this,param_1,param_2,3,0,0);
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.