CBreakable::MaterialSoundRandom
0x006b36c0 · 761 bytes · __cdecl
_ZN10CBreakable19MaterialSoundRandomEi9Materialsf
Decompiled
undefined (3 params)
/* CBreakable::MaterialSoundRandom(int, Materials, float) */
void CBreakable::MaterialSoundRandom(uint param_1,uint param_2,undefined4 param_3)
{
byte *pbVar1;
int iVar2;
char cVar3;
int *piVar4;
byte *pbVar5;
undefined1 *puVar6;
int in_GS_OFFSET;
float local_134;
undefined **local_12c [8];
undefined4 local_10c;
undefined1 *local_108;
undefined4 local_104;
int local_100;
undefined4 local_fc;
undefined4 local_f8;
undefined4 local_f4;
undefined4 local_f0;
undefined4 local_ec;
undefined1 local_e8;
undefined1 local_e7;
undefined1 local_e6;
undefined4 local_e4;
undefined4 local_e0;
undefined4 local_dc;
undefined4 local_d8;
undefined4 local_d4;
undefined4 local_d0;
undefined2 local_cc;
undefined4 local_c8;
undefined4 local_c4;
undefined4 local_c0;
undefined4 local_bc;
undefined4 local_b8;
int local_b4;
undefined1 local_b0;
undefined4 local_ac;
undefined1 local_a8 [128];
undefined4 local_28;
undefined4 local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
puVar6 = &stack0xfffffeb4;
if ((9 < param_2) ||
(puVar6 = &stack0xfffffeb4, *(char **)(CSWTCH_1687 + param_2 * 4) == (char *)0x0))
goto LAB_006b3773;
local_c8 = 0;
local_c4 = 0x3f800000;
local_c0 = 100;
local_bc = 100;
local_b8 = 100;
local_b4 = 0x4b;
local_a8[0] = 0;
local_b0 = 0;
local_ac = 0;
local_28 = 0;
local_24 = 0;
cVar3 = CBaseEntity::GetParametersForSound
(*(char **)(CSWTCH_1687 + param_2 * 4),(CSoundParameters *)&local_c8,(char *)0x0
);
iVar2 = local_b4;
puVar6 = &stack0xfffffeb4;
if (cVar3 == '\0') goto LAB_006b3773;
pbVar1 = *(byte **)(gpGlobals + 0x58);
if (param_1 < 0x800) {
if (pbVar1 == (byte *)0x0) goto LAB_006b39b2;
pbVar5 = pbVar1 + param_1 * 0x10;
if ((pbVar1[param_1 * 0x10] & 2) != 0) goto LAB_006b39ac;
LAB_006b37ca:
if (*(int **)(pbVar5 + 0xc) == (int *)0x0) goto LAB_006b39b2;
piVar4 = (int *)(**(code **)(**(int **)(pbVar5 + 0xc) + 0x18))();
}
else {
if (pbVar1 != (byte *)0x0) {
LAB_006b39ac:
pbVar5 = pbVar1;
if ((*pbVar1 & 2) == 0) goto LAB_006b37ca;
}
LAB_006b39b2:
piVar4 = (int *)0x0;
}
(**(code **)(*piVar4 + 0x28c))();
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_12c);
local_12c[0] = &PTR__CPASFilter_00bfaf28;
/* try { // try from 006b3816 to 006b381a has its CatchHandler @ 006b39fa */
CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_12c,(Vector *)&local_10c);
local_12c[0] = &PTR__CPASAttenuationFilter_00c08ec8;
local_134 = 4.0;
if (0x32 < iVar2) {
local_134 = 20.0 / (float)(iVar2 + -0x32);
}
/* try { // try from 006b3868 to 006b388a has its CatchHandler @ 006b39f6 */
(**(code **)(*piVar4 + 0x28c))();
puVar6 = &stack0xfffffeac;
CPASAttenuationFilter::Filter((CPASAttenuationFilter *)local_12c,(Vector *)&local_10c,local_134);
local_cc = 0xffff;
local_fc = 0;
local_f8 = 100;
local_10c = local_c8;
local_108 = local_a8;
local_f4 = 0;
local_f0 = 0;
local_ec = 0;
local_100 = local_b4;
local_e8 = 1;
local_e7 = 0;
local_e6 = 0;
local_e4 = 0xffffffff;
local_e0 = 0;
local_dc = 0;
local_d8 = 0;
local_d4 = 0;
local_d0 = 0;
local_104 = param_3;
/* try { // try from 006b3959 to 006b395d has its CatchHandler @ 006b39cc */
CBaseEntity::EmitSound((IRecipientFilter *)local_12c,param_1,(EmitSound_t *)&local_10c);
local_d4 = 0;
CUtlMemory<Vector,int>::Purge((CUtlMemory<Vector,int> *)&local_e0);
local_d0 = local_e0;
CUtlMemory<Vector,int>::Purge((CUtlMemory<Vector,int> *)&local_e0);
local_12c[0] = &PTR__CPASFilter_00bfaf28;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_12c);
LAB_006b3773:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
*(undefined1 **)(puVar6 + -4) = &LAB_006b39cc;
__stack_chk_fail();
}
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.