CSoundEnt::GetLoudestSoundOfType
0x0082da50 · 312 bytes · __cdecl
_ZN9CSoundEnt21GetLoudestSoundOfTypeEiRK6Vector
Decompiled
undefined (2 params)
/* CSoundEnt::GetLoudestSoundOfType(int, Vector const&) */
CSound * CSoundEnt::GetLoudestSoundOfType(int param_1,Vector *param_2)
{
uint uVar1;
CSound *this;
float *pfVar2;
int iVar3;
undefined *puVar4;
float fVar5;
CSound *local_24;
float local_20;
if ((g_pSoundEnt == 0) || (iVar3 = *(int *)(g_pSoundEnt + 0x444), iVar3 == -1)) {
return (CSound *)0x0;
}
local_24 = (CSound *)0x0;
local_20 = 2.6843546e+08;
LAB_0082da9d:
do {
this = (CSound *)SoundPointerForIndex(iVar3);
if (((this != (CSound *)0x0) && (*(int *)(this + 0x10) == param_1)) &&
((this[0x30] == (CSound)0x0 ||
((((uVar1 = *(uint *)this, uVar1 != 0xffffffff &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)))))) {
pfVar2 = (float *)CSound::GetSoundOrigin(this);
fVar5 = SQRT((pfVar2[1] - *(float *)(param_2 + 4)) * (pfVar2[1] - *(float *)(param_2 + 4)) +
(*pfVar2 - *(float *)param_2) * (*pfVar2 - *(float *)param_2) +
(pfVar2[2] - *(float *)(param_2 + 8)) * (pfVar2[2] - *(float *)(param_2 + 8)));
if ((fVar5 <= (float)*(int *)(this + 8)) && (fVar5 < local_20)) {
iVar3 = (int)*(short *)(this + 0x1c);
local_24 = this;
local_20 = fVar5;
if (iVar3 == -1) {
return this;
}
goto LAB_0082da9d;
}
}
iVar3 = (int)*(short *)(this + 0x1c);
if (iVar3 == -1) {
return local_24;
}
} 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.