CEnvMicrophone::OnSoundPlayed
0x00689150 · 303 bytes · __cdecl
_ZN14CEnvMicrophone13OnSoundPlayedEiPKc12soundlevel_tfiiPK6VectorfR10CUtlVectorIS3_10CUtlMemoryIS3_iEE
Decompiled
undefined (9 params)
/* CEnvMicrophone::OnSoundPlayed(int, char const*, soundlevel_t, float, int, int, Vector const*,
float, CUtlVector<Vector, CUtlMemory<Vector, int> >&) */
undefined1
CEnvMicrophone::OnSoundPlayed
(undefined4 param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6,undefined4 param_7,undefined4 param_8,
undefined4 param_9)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int iVar4;
int iVar5;
undefined1 local_1d;
if (DAT_00fdba68 < 1) {
return 0;
}
iVar4 = DAT_00fdba68 + -1;
local_1d = 0;
iVar5 = iVar4 * 4;
LAB_0068918f:
do {
uVar1 = *(uint *)(s_Microphones + iVar5);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(*(CEnvMicrophone **)(puVar3 + 4) != (CEnvMicrophone *)0x0)) {
iVar2 = SoundPlayed(*(CEnvMicrophone **)(puVar3 + 4),param_1,param_2,param_3,param_4,param_5,
param_6,param_7,param_8,param_9);
if (iVar2 == 1) {
local_1d = 1;
}
else if ((iVar2 == 2) && (0 < DAT_00fdba68)) {
iVar2 = DAT_00fdba68 + -1;
if (iVar4 != iVar2) {
*(undefined4 *)(s_Microphones + iVar5) = *(undefined4 *)(s_Microphones + iVar2 * 4);
iVar2 = DAT_00fdba68 + -1;
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -4;
DAT_00fdba68 = iVar2;
if (iVar4 == -1) {
return local_1d;
}
goto LAB_0068918f;
}
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -4;
if (iVar4 == -1) {
return local_1d;
}
} while( true );
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.