Music::SendCommand
0x008f4b10 · 325 bytes · __thiscall
_ZN5Music11SendCommandEPKcS1_S1_i
Decompiled
undefined (5 params)
/* Music::SendCommand(char const*, char const*, char const*, int) */
void __thiscall
Music::SendCommand(Music *this,char *param_1,char *param_2,char *param_3,int param_4)
{
char cVar1;
CBasePlayer *this_00;
int iVar2;
char local_4c;
CRecipientFilter local_3c [44];
if (*(int *)(MusicManagerOn._28_4_ + 0x30) != 0) {
if (*(int *)(*(int *)(this + 0x378) + 0x30) == 0) {
local_4c = '\0';
}
else {
local_4c = (char)((uint)(*(int *)(*(int *)(this + 0x378) + 0x30) - *(int *)(gpGlobals + 0x58))
>> 4);
}
CRecipientFilter::CRecipientFilter(local_3c);
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar2 = 1;
LAB_008f4b7d:
do {
/* try { // try from 008f4b80 to 008f4c40 has its CatchHandler @ 008f4c5b */
this_00 = (CBasePlayer *)UTIL_PlayerByIndex(iVar2);
if (this_00 != (CBasePlayer *)0x0) {
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar1 != '\0') {
cVar1 = CBasePlayer::IsSplitScreenPlayer(this_00);
if (cVar1 == '\0') {
CRecipientFilter::AddRecipient(local_3c,this_00);
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) break;
goto LAB_008f4b7d;
}
}
}
iVar2 = iVar2 + 1;
} while (iVar2 <= *(int *)(gpGlobals + 0x14));
}
CRecipientFilter::MakeReliable(local_3c);
UserMessageBegin((IRecipientFilter *)local_3c,"MusicCmd");
MessageWriteUBitLong(4,3);
MessageWriteUBitLong((int)local_4c,*(int *)(this + 0x37c));
MessageWriteString(param_1);
MessageWriteString(param_2);
MessageWriteString(param_3);
MessageWriteUBitLong(param_4 + 1,0xb);
MessageEnd();
CRecipientFilter::~CRecipientFilter(local_3c);
}
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.