CAmbientGeneric::SendSound
0x005dc550 · 544 bytes · __thiscall
_ZN15CAmbientGeneric9SendSoundE12SoundFlags_t
Decompiled
undefined (2 params)
/* CAmbientGeneric::SendSound(SoundFlags_t) */
void __thiscall CAmbientGeneric::SendSound(CAmbientGeneric *this,int param_2)
{
uint uVar1;
CBaseEntity *this_00;
undefined4 uVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
undefined *puVar6;
undefined1 *puVar7;
puVar7 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x4b4) != (undefined1 *)0x0) {
puVar7 = *(undefined1 **)(this + 0x4b4);
}
uVar1 = *(uint *)(this + 0x4bc);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar6 + 4), this_00 != (CBaseEntity *)0x0)) {
if (param_2 != 4) {
iVar5 = *(int *)(this + 0x498);
uVar2 = *(undefined4 *)(this + 0x488);
uVar3 = *(undefined4 *)(this + 0x448);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if (*(int *)(this_00 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
UTIL_EmitAmbientSound
(iVar4,this_00 + 0x2e0,puVar7,(float)iVar5 * 0.01,uVar3,param_2,uVar2,0,0);
return;
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if (*(int *)(this_00 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
UTIL_EmitAmbientSound(iVar5,this_00 + 0x2e0,puVar7,0,0,4,0,0,0);
return;
}
if ((param_2 == 4) && (iVar5 = *(int *)(this + 0x4c0), iVar5 != -1)) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
iVar5 = *(int *)(this + 0x4c0);
}
UTIL_EmitAmbientSound(iVar5,this + 0x2e0,puVar7,0,0,4,0,0,0);
}
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.