CTankTrainAI::SoundEngineStop
0x00835eb0 · 128 bytes · __thiscall
_ZN12CTankTrainAI15SoundEngineStopEv.part.16
Decompiled
undefined (1 param)
/* CTankTrainAI::SoundEngineStop() [clone .part.16] */
void __thiscall CTankTrainAI::SoundEngineStop(CTankTrainAI *this)
{
int in_EAX;
int *piVar1;
piVar1 = (int *)CSoundEnvelopeController::GetController();
if (*(int *)(in_EAX + 0x44c) != 0) {
(**(code **)(*piVar1 + 0x38))(piVar1,*(int *)(in_EAX + 0x44c),0x3e800000,0);
}
if (*(int *)(in_EAX + 0x450) != 0) {
(**(code **)(*piVar1 + 0x10))(piVar1,*(int *)(in_EAX + 0x450));
(**(code **)(*piVar1 + 0x30))(piVar1,*(undefined4 *)(in_EAX + 0x450),0x428c0000,0x40400000);
}
*(undefined4 *)(in_EAX + 0x448) = 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.