CSoundControllerImp::SaveSoundPatch
0x004be830 · 327 bytes · __thiscall
_ZN19CSoundControllerImp14SaveSoundPatchEP11CSoundPatchP5ISave
Decompiled
undefined (3 params)
/* CSoundControllerImp::SaveSoundPatch(CSoundPatch*, ISave*) */
void __thiscall
CSoundControllerImp::SaveSoundPatch(CSoundControllerImp *this,CSoundPatch *param_1,ISave *param_2)
{
int *piVar1;
int iVar2;
int iVar3;
int local_20 [4];
(**(code **)(*(int *)param_2 + 0x20))(param_2);
(**(code **)(*(int *)param_2 + 0x14))(param_2,param_1,CSoundPatch::m_DataMap);
(**(code **)(*(int *)param_2 + 0x24))(param_2);
local_20[0] = 0;
iVar2 = *(int *)(this + 0x30) + -1;
if (-1 < iVar2) {
do {
while ((CSoundPatch *)**(int **)(*(int *)(this + 0x24) + iVar2 * 4) != param_1) {
iVar2 = iVar2 + -1;
if (iVar2 == -1) goto LAB_004be8c0;
}
local_20[0] = local_20[0] + 1;
iVar2 = iVar2 + -1;
} while (iVar2 != -1);
}
LAB_004be8c0:
(**(code **)(*(int *)param_2 + 0x20))(param_2);
(**(code **)(*(int *)param_2 + 0x2c))(param_2,local_20,1);
iVar2 = *(int *)(this + 0x30) + -1;
iVar3 = iVar2 * 4;
if (-1 < iVar2) {
do {
piVar1 = *(int **)(*(int *)(this + 0x24) + iVar3);
if ((CSoundPatch *)*piVar1 == param_1) {
(**(code **)(*(int *)param_2 + 0x20))(param_2);
(**(code **)(*(int *)param_2 + 0x14))(param_2,piVar1,SoundCommand_t::m_DataMap);
(**(code **)(*(int *)param_2 + 0x24))(param_2);
}
iVar2 = iVar2 + -1;
iVar3 = iVar3 + -4;
} while (iVar2 != -1);
}
(**(code **)(*(int *)param_2 + 0x24))(param_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.