CSoundParametersInternal::SoundLevelToString
0x005993a0 · 136 bytes · __thiscall
_ZNK24CSoundParametersInternal18SoundLevelToStringEv
Decompiled
undefined (1 param)
/* CSoundParametersInternal::SoundLevelToString() const */
undefined1 * __thiscall CSoundParametersInternal::SoundLevelToString(CSoundParametersInternal *this)
{
uint *puVar1;
if (*(ushort *)(this + 0x12) != 0) {
V_snprintf(SoundLevelToString()::sz,0x40,"%i, %i",(uint)*(ushort *)(this + 0x10),
(uint)*(ushort *)(this + 0x12) + (uint)*(ushort *)(this + 0x10));
return SoundLevelToString()::sz;
}
puVar1 = &g_pSoundLevels;
do {
if ((uint)*(ushort *)(this + 0x10) == *puVar1) {
return (undefined1 *)puVar1[1];
}
puVar1 = puVar1 + 2;
} while (puVar1 != (uint *)g_pPitchLookup);
V_snprintf(_SoundLevelToString(soundlevel_t)::sz,0x20,"%i",(uint)*(ushort *)(this + 0x10));
return _SoundLevelToString(soundlevel_t)::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.