CEnvSoundscape::IsEnabled
0x0082e140 · 24 bytes · __cdecl
_ZNK14CEnvSoundscape9IsEnabledEv.part.17
Decompiled
undefined (0 params)
/* CEnvSoundscape::IsEnabled() const [clone .part.17] */
void CEnvSoundscape::IsEnabled(void)
{
(**(code **)(*g_pGameRules + 0x1d0))(g_pGameRules);
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.