CSoundParametersInternal::ChannelToString
0x00599340 · 82 bytes · __thiscall
_ZNK24CSoundParametersInternal15ChannelToStringEv
Decompiled
undefined (1 param)
/* CSoundParametersInternal::ChannelToString() const */
undefined1 * __thiscall CSoundParametersInternal::ChannelToString(CSoundParametersInternal *this)
{
uint *puVar1;
puVar1 = &g_pChannelNames;
do {
if ((uint)*(ushort *)(this + 0x16) == *puVar1) {
return (undefined1 *)puVar1[1];
}
puVar1 = puVar1 + 2;
} while (puVar1 != (uint *)&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
V_snprintf(_ChannelToString(int)::sz,0x20,"%i",(uint)*(ushort *)(this + 0x16));
return _ChannelToString(int)::sz;
}
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.