CChainsaw::StartSound
0x00531e40 · 293 bytes · __thiscall
_ZN9CChainsaw10StartSoundEPP11CSoundPatchPKc
Decompiled
undefined (3 params)
/* CChainsaw::StartSound(CSoundPatch**, char const*) */
void __thiscall CChainsaw::StartSound(CChainsaw *this,CSoundPatch **param_1,char *param_2)
{
int *piVar1;
CSoundPatch *pCVar2;
int iVar3;
Vector local_48 [12];
undefined **local_3c [11];
piVar1 = *(int **)(this + 0x1804);
if (piVar1 != (int *)0x0) {
if (*param_1 != (CSoundPatch *)0x0) {
StopSound(this,param_1,0.0);
piVar1 = *(int **)(this + 0x1804);
}
(**(code **)(*piVar1 + 0x28c))(local_48,piVar1);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
/* try { // try from 00531eb1 to 00531eb5 has its CatchHandler @ 00531f6c */
CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,local_48);
local_3c[0] = &PTR__CPASAttenuationFilter_00c08ec8;
/* try { // try from 00531ec6 to 00531ee2 has its CatchHandler @ 00531f97 */
(**(code **)(*piVar1 + 0x28c))(local_48,piVar1);
CPASAttenuationFilter::Filter((CPASAttenuationFilter *)local_3c,local_48,0.8);
/* try { // try from 00531ee3 to 00531f49 has its CatchHandler @ 00531f7e */
piVar1 = (int *)CSoundEnvelopeController::GetController();
if (*(int *)(this + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pCVar2 = (CSoundPatch *)
(**(code **)(*piVar1 + 0x18))(piVar1,(CRecipientFilter *)local_3c,iVar3,param_2);
*param_1 = pCVar2;
piVar1 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*piVar1 + 8))(piVar1,*param_1,0x3f800000,0x42c80000,0);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
}
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.