CSoundParametersInternal::CSoundParametersInternal
0x00598be0 · 94 bytes · __thiscall
_ZN24CSoundParametersInternalC1Ev
Decompiled
undefined (1 param)
/* CSoundParametersInternal::CSoundParametersInternal() */
void __thiscall CSoundParametersInternal::CSoundParametersInternal(CSoundParametersInternal *this)
{
this[0x1a] = (CSoundParametersInternal)((byte)this[0x1a] & 0xf8);
*(undefined2 *)(this + 8) = 0;
*(undefined2 *)(this + 10) = 0;
*(undefined2 *)(this + 0x16) = 0;
*(undefined2 *)(this + 0xc) = 0x3c00;
*(undefined2 *)(this + 0xe) = 0;
*(undefined2 *)(this + 0x10) = 0x4b;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
this[0x14] = (CSoundParametersInternal)0x64;
this[0x15] = (CSoundParametersInternal)0x0;
*(undefined2 *)(this + 0x12) = 0;
*(undefined2 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
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.