CSoundEnt::FreeSound
0x0082c4d0 · 106 bytes · __cdecl
_ZN9CSoundEnt9FreeSoundEii
Decompiled
undefined (2 params)
/* CSoundEnt::FreeSound(int, int) */
void CSoundEnt::FreeSound(int param_1,int param_2)
{
int iVar1;
iVar1 = g_pSoundEnt;
if (g_pSoundEnt != 0) {
if (param_2 == -1) {
*(int *)(g_pSoundEnt + 0x444) = (int)*(short *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
}
else {
*(undefined2 *)(g_pSoundEnt + 0x468 + param_2 * 0x34) =
*(undefined2 *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
}
*(undefined2 *)(iVar1 + 0x468 + param_1 * 0x34) = *(undefined2 *)(iVar1 + 0x440);
*(int *)(iVar1 + 0x440) = param_1;
}
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.