CSound::FIsSound
0x0082c120 · 117 bytes · __thiscall
_ZN6CSound8FIsSoundEv
Decompiled
undefined (1 param)
/* CSound::FIsSound() */
undefined4 __thiscall CSound::FIsSound(CSound *this)
{
uint uVar1;
uVar1 = *(uint *)(this + 0x10) & 0xfffff;
if (uVar1 != 0x100) {
if (uVar1 < 0x101) {
if (uVar1 != 4) {
if (uVar1 < 5) {
if (1 < uVar1 - 1) {
return 0;
}
return 1;
}
if (uVar1 != 8) {
if (uVar1 != 0x10) {
return 0;
}
return 1;
}
return 1;
}
}
else if (uVar1 != 0x800) {
if (uVar1 < 0x801) {
if (uVar1 == 0x200) {
return 1;
}
if (uVar1 == 0x400) {
return 1;
}
}
else {
if (uVar1 == 0x1000) {
return 1;
}
if (uVar1 == 0x2000) {
return 1;
}
}
return 0;
}
}
return 1;
}
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.