CSceneManager::QueueRestoredSound
0x008161f0 · 183 bytes · __thiscall
_ZN13CSceneManager18QueueRestoredSoundEP9CBaseFlexPKc12soundlevel_tf
Decompiled
undefined (5 params)
/* CSceneManager::QueueRestoredSound(CBaseFlex*, char const*, soundlevel_t, float) */
void __thiscall
CSceneManager::QueueRestoredSound
(CSceneManager *this,int *param_1,char *param_2,undefined4 param_4,undefined4 param_5)
{
undefined4 *puVar1;
int in_GS_OFFSET;
undefined4 local_9c;
char local_98 [128];
undefined4 local_18;
undefined4 local_14;
int local_10;
local_98[0] = '\0';
local_10 = *(int *)(in_GS_OFFSET + 0x14);
local_18 = 0x4b;
local_9c = 0xffffffff;
local_14 = 0;
if (param_1 != (int *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
local_9c = *puVar1;
}
V_strncpy(local_98,param_2,0x80);
local_14 = param_5;
local_18 = param_4;
CUtlVector<CSceneManager::CRestoreSceneSound,CUtlMemory<CSceneManager::CRestoreSceneSound,int>>::
InsertBefore((CUtlVector<CSceneManager::CRestoreSceneSound,CUtlMemory<CSceneManager::CRestoreSceneSound,int>>
*)(this + 0x454),*(int *)(this + 0x460),(CRestoreSceneSound *)&local_9c);
if (local_10 == *(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.