CSoundControllerImp::OnRestore
0x004bef40 · 76 bytes · __thiscall
_ZN19CSoundControllerImp9OnRestoreEv
Decompiled
undefined (1 param)
/* CSoundControllerImp::OnRestore() */
void __thiscall CSoundControllerImp::OnRestore(CSoundControllerImp *this)
{
CSoundPatch *this_00;
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x1c) + -1;
iVar2 = iVar1 * 4;
if (-1 < iVar1) {
do {
this_00 = *(CSoundPatch **)(*(int *)(this + 0x10) + iVar2);
if ((this_00 != (CSoundPatch *)0x0) && (*(int *)(this_00 + 0x58) != 0)) {
CSoundPatch::ResumeSound(this_00);
}
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -4;
} while (iVar1 != -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.