CSoundControllerImp::CommandAdd
0x004be9d0 · 124 bytes · __thiscall
_ZN19CSoundControllerImp10CommandAddEP11CSoundPatchf15soundcommands_tff
Decompiled
undefined (6 params)
/* CSoundControllerImp::CommandAdd(CSoundPatch*, float, soundcommands_t, float, float) */
void __thiscall
CSoundControllerImp::CommandAdd
(CSoundControllerImp *this,undefined4 param_1,float param_2,undefined4 param_4,
undefined4 param_5,undefined4 param_6)
{
longdouble lVar1;
SoundCommand_t *local_10 [3];
lVar1 = (longdouble)(**(code **)(*(int *)g_pEffects + 0x2c))(g_pEffects);
local_10[0] = (SoundCommand_t *)
CUtlMemoryPool::Alloc((CUtlMemoryPool *)SoundCommand_t::s_Allocator,0x18);
*(float *)(local_10[0] + 4) = (float)lVar1 + param_2;
*(undefined4 *)local_10[0] = param_1;
*(undefined4 *)(local_10[0] + 8) = param_5;
*(undefined4 *)(local_10[0] + 0x10) = param_6;
*(undefined4 *)(local_10[0] + 0xc) = param_4;
CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
::Insert((CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
*)(this + 0x24),local_10);
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.