CSceneEntity::GetSoundNameForPlayer
0x00811fc0 · 311 bytes · __thiscall
_ZN12CSceneEntity21GetSoundNameForPlayerEP12CChoreoEventP11CBasePlayerPcj
Decompiled
undefined (5 params)
/* CSceneEntity::GetSoundNameForPlayer(CChoreoEvent*, CBasePlayer*, char*, unsigned int) */
undefined4 __thiscall
CSceneEntity::GetSoundNameForPlayer
(CSceneEntity *this,CChoreoEvent *param_1,CBasePlayer *param_2,char *param_3,uint param_4)
{
bool bVar1;
int iVar2;
char *pcVar3;
int in_GS_OFFSET;
char local_71;
undefined4 local_70;
char local_60 [64];
int local_20;
local_60[0] = '\0';
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CChoreoEvent::GetCloseCaptionType(param_1);
if ((iVar2 == 1) || (iVar2 = CChoreoEvent::GetCloseCaptionType(param_1), iVar2 == 2)) {
local_71 = '\0';
bVar1 = false;
}
else {
local_71 = CChoreoEvent::GetPlaybackCloseCaptionToken(param_1,local_60,0x40);
bVar1 = true;
}
pcVar3 = (char *)CChoreoEvent::GetParameters(param_1);
V_strncpy(param_3,pcVar3,param_4);
if (*(int *)(param_2 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(param_2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pcVar3 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar2,"english");
if ((((pcVar3 == (char *)0x0) || (*pcVar3 == '\0')) || (iVar2 = V_atoi(pcVar3), iVar2 == 1)) &&
(*(int *)(scene_forcecombined._28_4_ + 0x30) == 0)) {
local_70 = 1;
}
else {
local_70 = 0;
if ((bVar1) && (local_70 = 1, local_71 != '\0')) {
local_70 = 1;
V_strncpy(param_3,local_60,param_4);
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return local_70;
}
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.