CAmbientGeneric::ToggleSound
0x005ddb00 · 396 bytes · __thiscall
_ZN15CAmbientGeneric11ToggleSoundEv
Decompiled
undefined (1 param)
/* CAmbientGeneric::ToggleSound() */
void __thiscall CAmbientGeneric::ToggleSound(CAmbientGeneric *this)
{
CBaseEdict *this_00;
int iVar1;
uint uVar2;
int iVar3;
if (this[0x4b0] == (CAmbientGeneric)0x0) {
if (this[0x4b1] == (CAmbientGeneric)0x0) {
(**(code **)(*(int *)this + 0x328))(this,4);
}
else {
this[0x4b0] = (CAmbientGeneric)0x1;
}
InitModulationParms(this);
(**(code **)(*(int *)this + 0x328))(this,0);
}
else {
iVar1 = *(int *)(this + 0x480);
if (iVar1 == 0) {
this[0x4b0] = (CAmbientGeneric)0x0;
uVar2 = *(uint *)(this + 0x148) | 0x10;
if (*(uint *)(this + 0x148) != uVar2) {
if (this[0x6c] == (CAmbientGeneric)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CAmbientGeneric)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar2;
}
if ((*(int *)(this + 0x490) == 0) && (*(int *)(this + 0x4a0) == 0)) {
(**(code **)(*(int *)this + 0x328))(this,4);
return;
}
*(int *)(this + 0x45c) = *(int *)(this + 0x490);
*(undefined4 *)(this + 0x458) = 0;
*(int *)(this + 0x46c) = *(int *)(this + 0x4a0);
*(undefined4 *)(this + 0x468) = 0;
}
else {
if (iVar1 < *(int *)(this + 0x484)) {
return;
}
iVar3 = *(int *)(this + 0x484) + 1;
*(int *)(this + 0x484) = iVar3;
*(undefined4 *)(this + 0x45c) = 0;
*(undefined4 *)(this + 0x458) = *(undefined4 *)(this + 0x48c);
iVar3 = iVar3 * ((0xff - *(int *)(this + 0x454)) / iVar1) + *(int *)(this + 0x454);
iVar1 = 0xff;
if (iVar3 < 0x100) {
iVar1 = iVar3;
}
*(int *)(this + 0x450) = iVar1;
}
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
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.