CSoundControllerImp::Play
0x004bf290 · 177 bytes · __thiscall
_ZN19CSoundControllerImp4PlayEP11CSoundPatchfff
Decompiled
undefined (5 params)
/* CSoundControllerImp::Play(CSoundPatch*, float, float, float) */
void __thiscall
CSoundControllerImp::Play
(CSoundControllerImp *this,CSoundPatch *param_1,float param_2,float param_3,float param_4)
{
float fVar1;
fVar1 = param_2;
if (1.0 <= param_2) {
fVar1 = 1.0;
}
*(uint *)(param_1 + 0x50) = *(uint *)(param_1 + 0x50) | 1;
*(undefined4 *)(param_1 + 0x28) = 0;
CSoundEnvelope::SetTarget((CSoundEnvelope *)(param_1 + 0x10),fVar1,0.0);
*(uint *)(param_1 + 0x50) = *(uint *)(param_1 + 0x50) | 2;
CSoundEnvelope::SetTarget((CSoundEnvelope *)param_1,param_3,0.0);
if (*(int *)(param_1 + 0x58) == 0) {
CUtlVector<CSoundPatch*,CUtlMemory<CSoundPatch*,int>>::InsertBefore
((CUtlVector<CSoundPatch*,CUtlMemory<CSoundPatch*,int>> *)(this + 0x10),
*(int *)(this + 0x1c),¶m_1);
CSoundPatch::StartSound(param_1,param_4);
return;
}
(**(code **)(*(int *)this + 0x10))(this,param_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.