CSoundControllerImp::CommandClear
0x004becd0 · 117 bytes · __thiscall
_ZN19CSoundControllerImp12CommandClearEP11CSoundPatch
Decompiled
undefined (2 params)
/* CSoundControllerImp::CommandClear(CSoundPatch*) */
void __thiscall CSoundControllerImp::CommandClear(CSoundControllerImp *this,CSoundPatch *param_1)
{
int *piVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x30) + -1;
iVar3 = iVar2 * 4;
if (-1 < iVar2) {
do {
piVar1 = *(int **)(*(int *)(this + 0x24) + iVar3);
if ((CSoundPatch *)*piVar1 == param_1) {
CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
::RemoveAt((CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
*)(this + 0x24),iVar2);
CUtlMemoryPool::Free((CUtlMemoryPool *)SoundCommand_t::s_Allocator,piVar1);
}
iVar2 = iVar2 + -1;
iVar3 = iVar3 + -4;
} while (iVar2 != -1);
}
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.