Music::OnBossApproaching
0x008ef400 · 128 bytes · __thiscall
_ZN5Music17OnBossApproachingEv
Decompiled
undefined (1 param)
/* Music::OnBossApproaching() */
void __thiscall Music::OnBossApproaching(Music *this)
{
CDirector *this_00;
char cVar1;
undefined4 uVar2;
uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
MusicMsg("%s Music::OnBossApproaching\n",uVar2);
this_00 = TheDirector;
this[0x104] = (Music)0x1;
this[0x1b0] = (Music)0x1;
cVar1 = CDirector::ShouldPlayBossMusic(this_00);
if (cVar1 != '\0') {
Play(this,"Event.Tank",0,-1.0,false,false);
}
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.