Music::OnScavengeLevelChange
0x008f4720 · 186 bytes · __thiscall
_ZN5Music21OnScavengeLevelChangeEi
Decompiled
undefined (2 params)
/* Music::OnScavengeLevelChange(int) */
void __thiscall Music::OnScavengeLevelChange(Music *this,int param_1)
{
char *pcVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
iVar4 = param_1;
MusicMsg("%s Music::OnScavengeLevelChange : %i\n",uVar2,param_1);
if (*(int *)(MusicDynamicUseScavengeBeat._28_4_ + 0x30) != 0) {
if (param_1 < 1) {
iVar4 = 0x3f800000;
StopPlaying(this,"all",1.0,false);
}
iVar3 = 10;
if (param_1 < 0xb) {
iVar3 = param_1;
}
pcVar1 = (&PTR_PlayInOut_00cfcf5c)[iVar3];
MusicMsg("Music::OnScavengeLevelChange : %s\n",pcVar1,iVar4);
Play(this,pcVar1,0,-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.