CSoundControllerImp::SoundDestroy
0x004bf830 · 111 bytes · __thiscall
_ZN19CSoundControllerImp12SoundDestroyEP11CSoundPatch
Decompiled
undefined (2 params)
/* CSoundControllerImp::SoundDestroy(CSoundPatch*) */
void __thiscall CSoundControllerImp::SoundDestroy(CSoundControllerImp *this,CSoundPatch *param_1)
{
if (param_1 != (CSoundPatch *)0x0) {
(**(code **)(*(int *)this + 0x14))(this,param_1);
*(undefined ***)(param_1 + 0x60) = &PTR__CCopyRecipientFilter_00c1e5c8;
CSoundPatch::g_SoundPatchCount = CSoundPatch::g_SoundPatchCount + -1;
*(undefined4 *)(param_1 + 0x74) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x68));
*(undefined4 *)(param_1 + 0x78) = *(undefined4 *)(param_1 + 0x68);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x68));
*(undefined ***)(param_1 + 0x60) = &PTR__IRecipientFilter_00c1e548;
CUtlMemoryPool::Free((CUtlMemoryPool *)CSoundPatch::s_Allocator,param_1);
return;
}
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.