CSoundscapeSystem::PrintDebugInfo
0x00830fa0 · 418 bytes · __thiscall
_ZN17CSoundscapeSystem14PrintDebugInfoEv
Decompiled
undefined (1 param)
/* CSoundscapeSystem::PrintDebugInfo() */
void __thiscall CSoundscapeSystem::PrintDebugInfo(CSoundscapeSystem *this)
{
CStringRegistry *this_00;
CBaseEntity *this_01;
ushort uVar1;
ushort uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined1 *puVar5;
int iVar6;
double dVar7;
double dVar8;
Msg("\n------- SERVER SOUNDSCAPES -------\n");
this_00 = (CStringRegistry *)(this + 0xc);
for (uVar1 = CStringRegistry::First(this_00); uVar2 = CStringRegistry::InvalidIndex(),
uVar1 != uVar2; uVar1 = CStringRegistry::Next(this_00,uVar1)) {
uVar3 = CStringRegistry::GetIDForKey(this_00,uVar1);
uVar4 = CStringRegistry::GetStringForKey(this_00,uVar1);
Msg("- %d: %s\n",uVar3,uVar4);
}
iVar6 = 0;
Msg("-------- SOUNDSCAPE ENTITIES -----\n");
if (0 < *(int *)(this + 0x20)) {
do {
this_01 = *(CBaseEntity **)(*(int *)(this + 0x14) + iVar6 * 4);
if (this_01 == (CBaseEntity *)0x0) {
Msg("- %d: REMOVED\n",iVar6);
}
else {
if (((byte)this_01[0x14d] & 8) == 0) {
dVar8 = (double)*(float *)(this_01 + 0x2e8);
LAB_0083104b:
dVar7 = (double)*(float *)(this_01 + 0x2e4);
}
else {
CBaseEntity::CalcAbsolutePosition(this_01);
dVar8 = (double)*(float *)(this_01 + 0x2e8);
if (((byte)this_01[0x14d] & 8) == 0) goto LAB_0083104b;
CBaseEntity::CalcAbsolutePosition(this_01);
dVar7 = (double)*(float *)(this_01 + 0x2e4);
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
}
}
puVar5 = *(undefined1 **)(this_01 + 0x45c);
if (puVar5 == (undefined1 *)0x0) {
puVar5 = &DAT_00d539c2;
}
Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n",iVar6,puVar5,(double)*(float *)(this_01 + 0x2e0),dVar7
,dVar8);
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this + 0x20));
}
Msg();
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.