CEnvSoundscape::CEnvSoundscape
0x0082e6e0 · 133 bytes · __thiscall
_ZN14CEnvSoundscapeC1Ev
Decompiled
undefined (1 param)
/* CEnvSoundscape::CEnvSoundscape() */
void __thiscall CEnvSoundscape::CEnvSoundscape(CEnvSoundscape *this)
{
CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
*(undefined ***)this = &PTR__CEnvSoundscape_00cd1a28;
*(undefined4 *)(this + 0x440) = 0;
*(undefined4 *)(this + 0x44c) = 0xffffffff;
*(undefined4 *)(this + 0x450) = 0;
*(undefined4 *)(this + 0x488) = 0xffffffff;
*(undefined4 *)(this + 0x45c) = 0;
*(undefined4 *)(this + 0x460) = 0xffffffff;
*(undefined4 *)(this + 0x464) = 0xffffffff;
this[0x48c] = (CEnvSoundscape)0x0;
/* try { // try from 0082e759 to 0082e75d has its CatchHandler @ 0082e765 */
CSoundscapeSystem::AddSoundscapeEntity((CSoundscapeSystem *)g_SoundscapeSystem,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.