CEnvSoundscapeProxy::Activate
0x0082e2d0 · 312 bytes · __thiscall
_ZN19CEnvSoundscapeProxy8ActivateEv
Decompiled
undefined (1 param)
/* CEnvSoundscapeProxy::Activate() */
void __thiscall CEnvSoundscapeProxy::Activate(CEnvSoundscapeProxy *this)
{
uint uVar1;
undefined *puVar2;
int iVar3;
int *piVar4;
uint *puVar5;
uint uVar6;
undefined1 *puVar7;
uint uVar8;
int iVar9;
if (*(char **)(this + 0x490) == (char *)0x0) {
LAB_0082e3d0:
uVar6 = *(uint *)(this + 0x488);
LAB_0082e361:
puVar2 = g_pEntityList;
if (uVar6 != 0xffffffff) {
uVar8 = uVar6 & 0xfff;
piVar4 = (int *)(g_pEntityList + uVar8 * 0x10 + 4);
if (((piVar4 != (int *)0x0) &&
(uVar1 = *(uint *)(g_pEntityList + uVar8 * 0x10 + 8), uVar1 == uVar6 >> 0xc)) &&
(*(int *)(g_pEntityList + uVar8 * 0x10 + 4) != 0)) {
*(undefined4 *)(this + 0x460) =
*(undefined4 *)(*(int *)(g_pEntityList + uVar8 * 0x10 + 4) + 0x460);
iVar3 = 0;
do {
if (uVar1 == *(uint *)(puVar2 + uVar8 * 0x10 + 8)) {
iVar9 = *piVar4;
}
else {
iVar9 = 0;
}
*(undefined4 *)(this + iVar3 * 4 + 0x468) = *(undefined4 *)(iVar9 + 0x468 + iVar3 * 4);
iVar3 = iVar3 + 1;
} while (iVar3 != 8);
goto LAB_0082e410;
}
}
}
else {
iVar3 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x490),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (iVar3 == 0) goto LAB_0082e3d0;
piVar4 = (int *)__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CEnvSoundscape::typeinfo,0);
if (piVar4 != (int *)0x0) {
puVar5 = (uint *)(**(code **)(*piVar4 + 0xc))(piVar4);
uVar6 = *puVar5;
*(uint *)(this + 0x488) = uVar6;
goto LAB_0082e361;
}
*(undefined4 *)(this + 0x488) = 0xffffffff;
}
puVar7 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x490) != (undefined1 *)0x0) {
puVar7 = *(undefined1 **)(this + 0x490);
}
Warning("env_soundscape_proxy can\'t find target soundscape: \'%s\'\n",puVar7);
LAB_0082e410:
CBaseEntity::Activate((CBaseEntity *)this);
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.