CSoundEnt::IAllocSound
0x0082c610 · 72 bytes · __thiscall
_ZN9CSoundEnt11IAllocSoundEv
Decompiled
undefined (1 param)
/* CSoundEnt::IAllocSound() */
void __thiscall CSoundEnt::IAllocSound(CSoundEnt *this)
{
int iVar1;
iVar1 = *(int *)(this + 0x440);
if (iVar1 != -1) {
*(int *)(this + 0x440) = (int)*(short *)(this + iVar1 * 0x34 + 0x468);
*(undefined2 *)(this + iVar1 * 0x34 + 0x468) = *(undefined2 *)(this + 0x444);
*(int *)(this + 0x444) = iVar1;
return;
}
IAllocSound();
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.