CSoundEnt::FindOrAllocateSound
0x0082c660 · 230 bytes · __thiscall
_ZN9CSoundEnt19FindOrAllocateSoundEP11CBaseEntityi
Decompiled
undefined (3 params)
/* CSoundEnt::FindOrAllocateSound(CBaseEntity*, int) */
void __thiscall CSoundEnt::FindOrAllocateSound(CSoundEnt *this,CBaseEntity *param_1,int param_2)
{
uint uVar1;
int iVar2;
undefined *puVar3;
undefined2 local_30;
CBaseEntity *local_24;
iVar2 = *(int *)(this + 0x444);
do {
if (iVar2 == -1) {
iVar2 = *(int *)(this + 0x440);
if (iVar2 != -1) {
local_30 = (undefined2)*(int *)(this + 0x444);
*(int *)(this + 0x440) = (int)*(short *)(this + iVar2 * 0x34 + 0x468);
*(undefined2 *)(this + iVar2 * 0x34 + 0x468) = local_30;
*(int *)(this + 0x444) = iVar2;
return;
}
IAllocSound();
return;
}
iVar2 = iVar2 * 0x34;
if (*(int *)(this + iVar2 + 0x46c) == param_2) {
uVar1 = *(uint *)(this + iVar2 + 0x44c);
local_24 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
local_24 = *(CBaseEntity **)(puVar3 + 4);
}
if (param_1 == local_24) {
return;
}
}
iVar2 = (int)*(short *)(this + iVar2 + 0x468);
} while( true );
}
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.