CEnvSoundscape::WriteAudioParamsTo
0x0082ea10 · 427 bytes · __thiscall
_ZN14CEnvSoundscape18WriteAudioParamsToER13audioparams_t
Decompiled
undefined (2 params)
/* CEnvSoundscape::WriteAudioParamsTo(audioparams_t&) */
void __thiscall CEnvSoundscape::WriteAudioParamsTo(CEnvSoundscape *this,audioparams_t *param_1)
{
int iVar1;
CBaseEntity *this_00;
uint uVar2;
int iVar3;
audioparams_t *__s1;
iVar3 = *(int *)(this + 0x464);
if (iVar3 != *(int *)(param_1 + 0x6c)) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0x6c);
*(int *)(param_1 + 0x6c) = iVar3;
}
iVar3 = *(int *)(this + 0x460);
if (iVar3 != *(int *)(param_1 + 100)) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 100);
*(int *)(param_1 + 100) = iVar3;
}
if (*(int *)(param_1 + 0x68) != 0) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0x68);
*(undefined4 *)(param_1 + 0x68) = 0;
}
__s1 = param_1 + 4;
iVar3 = 0;
do {
if (*(char **)(this + iVar3 * 4 + 0x468) != (char *)0x0) {
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
*(char **)(this + iVar3 * 4 + 0x468),(CBaseEntity *)this,
(CBaseEntity *)this,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (this_00 != (CBaseEntity *)0x0) {
uVar2 = 1 << ((byte)iVar3 & 0x1f) | *(uint *)(param_1 + 0x68);
if (*(uint *)(param_1 + 0x68) != uVar2) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0x68);
*(uint *)(param_1 + 0x68) = uVar2;
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
iVar1 = memcmp(__s1,this_00 + 0x2e0,0xc);
if (iVar1 != 0) {
(**(code **)(*(int *)param_1 + 4))(param_1,__s1);
*(undefined4 *)__s1 = *(undefined4 *)(this_00 + 0x2e0);
*(undefined4 *)(__s1 + 4) = *(undefined4 *)(this_00 + 0x2e4);
*(undefined4 *)(__s1 + 8) = *(undefined4 *)(this_00 + 0x2e8);
}
}
}
iVar3 = iVar3 + 1;
__s1 = __s1 + 0xc;
} while (iVar3 != 8);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x440),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
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.