CSoundscapeSystem::AddSoundscapeEntity
0x00831270 · 97 bytes · __thiscall
_ZN17CSoundscapeSystem19AddSoundscapeEntityEP14CEnvSoundscape
Decompiled
undefined (2 params)
/* CSoundscapeSystem::AddSoundscapeEntity(CEnvSoundscape*) */
void __thiscall
CSoundscapeSystem::AddSoundscapeEntity(CSoundscapeSystem *this,CEnvSoundscape *param_1)
{
int iVar1;
int iVar2;
iVar2 = *(int *)(this + 0x20);
if (0 < iVar2) {
if ((CEnvSoundscape *)**(int **)(this + 0x14) == param_1) {
return;
}
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if (iVar1 == iVar2) goto LAB_0083129c;
} while ((CEnvSoundscape *)(*(int **)(this + 0x14))[iVar1] != param_1);
if (iVar1 != -1) {
return;
}
}
LAB_0083129c:
iVar2 = CUtlVector<CEnvSoundscape*,CUtlMemory<CEnvSoundscape*,int>>::InsertBefore
((CUtlVector<CEnvSoundscape*,CUtlMemory<CEnvSoundscape*,int>> *)(this + 0x14),
iVar2,¶m_1);
*(int *)(param_1 + 0x464) = iVar2 + 1;
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.