CCSPlayer::EmitPrivateSound
0x0065a920 · 311 bytes · __thiscall
_ZN9CCSPlayer16EmitPrivateSoundEPKc
Decompiled
undefined (2 params)
/* CCSPlayer::EmitPrivateSound(char const*) */
void __thiscall CCSPlayer::EmitPrivateSound(CCSPlayer *this,char *param_1)
{
char cVar1;
int iVar2;
int in_GS_OFFSET;
undefined **local_e8 [8];
undefined4 local_c8;
undefined4 local_c4;
undefined4 local_c0;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
undefined1 local_b0;
undefined4 local_ac;
undefined1 local_a8;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_a8 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_c8 = 0;
local_c4 = 0x3f800000;
local_c0 = 100;
local_bc = 100;
local_b8 = 100;
local_b4 = 0x4b;
local_b0 = 0;
local_ac = 0;
local_28 = 0;
local_24 = 0;
cVar1 = CBaseEntity::GetParametersForSound(param_1,(CSoundParameters *)&local_c8,(char *)0x0);
if (cVar1 != '\0') {
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_e8);
local_e8[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 0065a9ff to 0065aa03 has its CatchHandler @ 0065aa85 */
CRecipientFilter::AddRecipient((CRecipientFilter *)local_e8,(CBasePlayer *)this);
if (*(int *)(this + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
/* try { // try from 0065aa3a to 0065aa3e has its CatchHandler @ 0065aa69 */
CBaseEntity::EmitSound
((IRecipientFilter *)local_e8,iVar2,param_1,(Vector *)0x0,0.0,(float *)0x0);
local_e8[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_e8);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.