CAISound::InputEmitAISound
0x0082cb10 · 318 bytes · __cdecl
_ZN8CAISound16InputEmitAISoundER11inputdata_t
Decompiled
undefined (1 param)
/* CAISound::InputEmitAISound(inputdata_t&) */
void CAISound::InputEmitAISound(inputdata_t *param_1)
{
CBaseEntity *this;
undefined1 *puVar1;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
local_18 = *(undefined4 *)(param_1 + 0x2e0);
local_14 = *(undefined4 *)(param_1 + 0x2e4);
local_10 = *(undefined4 *)(param_1 + 0x2e8);
if (*(char **)(param_1 + 0x450) != (char *)0x0) {
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(param_1 + 0x450),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (this == (CBaseEntity *)0x0) {
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x450) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(param_1 + 0x450);
}
DevWarning("Warning- ai_sound cannot find proxy entity named \'%s\'. Using self.\n",puVar1);
}
else {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
local_18 = *(undefined4 *)(this + 0x2e0);
local_14 = *(undefined4 *)(this + 0x2e4);
local_10 = *(undefined4 *)(this + 0x2e8);
}
}
CSoundEnt::InsertSound
(*(uint *)(param_1 + 0x444) | *(uint *)(param_1 + 0x440),(Vector *)&local_18,
*(int *)(param_1 + 0x448),*(float *)(param_1 + 0x44c),(CBaseEntity *)param_1,0,
(CBaseEntity *)0x0);
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.