CSceneEntity::GenerateSoundScene
0x00811df0 · 83 bytes · __thiscall
_ZN12CSceneEntity18GenerateSoundSceneEP9CBaseFlexPKc
Decompiled
undefined (3 params)
/* CSceneEntity::GenerateSoundScene(CBaseFlex*, char const*) */
void __thiscall
CSceneEntity::GenerateSoundScene(CSceneEntity *this,CBaseFlex *param_1,char *param_2)
{
char *pcVar1;
undefined4 *puVar2;
this[0x6f9] = (CSceneEntity)0x1;
pcVar1 = (char *)0x0;
if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
pcVar1 = param_2;
}
*(char **)(this + 0x6fc) = pcVar1;
if (param_1 != (CBaseFlex *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x700) = *puVar2;
return;
}
*(undefined4 *)(this + 0x700) = 0xffffffff;
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.