CAmbientMusic::InputPlaySound
0x00848490 · 110 bytes · __cdecl
_ZN13CAmbientMusic14InputPlaySoundER11inputdata_t
Decompiled
undefined (1 param)
/* CAmbientMusic::InputPlaySound(inputdata_t&) */
void CAmbientMusic::InputPlaySound(inputdata_t *param_1)
{
undefined1 *puVar1;
int iVar2;
undefined1 *local_28;
undefined1 local_24;
int local_20;
if (*(int *)(param_1 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
puVar1 = *(undefined1 **)(param_1 + 0x440);
if (puVar1 == (undefined1 *)0x0) {
puVar1 = &DAT_00d539c2;
}
DevMsg("InputPlaySound: %s : %i\n",puVar1,iVar2);
local_24 = 0;
local_28 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x440) != (undefined1 *)0x0) {
local_28 = *(undefined1 **)(param_1 + 0x440);
}
local_20 = iVar2;
ForEachTerrorPlayer<PlayMusic>((PlayMusic *)&local_28);
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.