CSoundEnt::FreeSound
0x0082c540 · 191 bytes · __cdecl
_ZN9CSoundEnt9FreeSoundEi
Decompiled
undefined (1 param)
/* CSoundEnt::FreeSound(int) */
void CSoundEnt::FreeSound(int param_1)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar2 = g_pSoundEnt;
if ((g_pSoundEnt == 0) || (param_1 == -1)) {
return;
}
iVar3 = *(int *)(g_pSoundEnt + 0x444);
if (iVar3 == -1) {
LAB_0082c590:
Warning("Attempted to free unknown sound %d!\n",param_1);
return;
}
if (param_1 != iVar3) {
do {
iVar4 = iVar3;
iVar1 = g_pSoundEnt + 0x450 + iVar4 * 0x34;
iVar3 = (int)*(short *)(iVar1 + 0x18);
if (iVar3 == -1) goto LAB_0082c590;
} while (param_1 != iVar3);
if (iVar4 != -1) {
*(undefined2 *)(iVar1 + 0x18) = *(undefined2 *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
goto LAB_0082c5cb;
}
}
*(int *)(g_pSoundEnt + 0x444) = (int)*(short *)(g_pSoundEnt + 0x468 + param_1 * 0x34);
LAB_0082c5cb:
*(short *)(iVar2 + 0x468 + param_1 * 0x34) = (short)*(undefined4 *)(iVar2 + 0x440);
*(int *)(iVar2 + 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.