CSoundscapeSystem::RemoveSoundscapeEntity
0x008311f0 · 89 bytes · __thiscall
_ZN17CSoundscapeSystem22RemoveSoundscapeEntityEP14CEnvSoundscape
Decompiled
undefined (2 params)
/* CSoundscapeSystem::RemoveSoundscapeEntity(CEnvSoundscape*) */
void __thiscall
CSoundscapeSystem::RemoveSoundscapeEntity(CSoundscapeSystem *this,CEnvSoundscape *param_1)
{
int *piVar1;
int iVar2;
if (*(int *)(this + 0x20) < 1) {
LAB_00831221:
*(undefined4 *)(param_1 + 0x464) = 0xffffffff;
return;
}
piVar1 = *(int **)(this + 0x14);
if ((CEnvSoundscape *)*piVar1 != param_1) {
iVar2 = 0;
do {
piVar1 = piVar1 + 1;
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(this + 0x20)) goto LAB_00831221;
} while ((CEnvSoundscape *)*piVar1 != param_1);
if (iVar2 < 0) goto LAB_00831221;
}
*piVar1 = 0;
*(undefined4 *)(param_1 + 0x464) = 0xffffffff;
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.