Charger::GetFootstepSound
0x00a7b5d0 · 62 bytes · __cdecl
_ZNK7Charger16GetFootstepSoundEPKcbfb
Decompiled
undefined (4 params)
/* Charger::GetFootstepSound(char const*, bool, float, bool) const */
undefined1 * Charger::GetFootstepSound(char *param_1,bool param_2,float param_3,bool param_4)
{
char *pcVar1;
pcVar1 = "Clown.Default.RunRight";
if (param_3._0_1_ == '\0') {
pcVar1 = "Clown.Default.RunLeft";
}
V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,
"Charger.Default.%s",pcVar1 + 0xe);
return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
}
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.