CBasePlatTrain::PlayMovingSound
0x00b0a7a0 · 307 bytes · __thiscall
_ZN14CBasePlatTrain15PlayMovingSoundEv
Decompiled
undefined (1 param)
/* CBasePlatTrain::PlayMovingSound() */
void __thiscall CBasePlatTrain::PlayMovingSound(CBasePlatTrain *this)
{
int *piVar1;
undefined1 *puVar2;
undefined4 uVar3;
int iVar4;
Vector local_48 [12];
undefined **local_3c [11];
StopMovingSound(this);
if (*(int *)(this + 0x4b8) != 0) {
piVar1 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*(int *)this + 0x28c))(local_48,this);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
/* try { // try from 00b0a7f8 to 00b0a7fc has its CatchHandler @ 00b0a8ef */
CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,local_48);
local_3c[0] = &PTR__CPASAttenuationFilter_00c08ec8;
/* try { // try from 00b0a80d to 00b0a829 has its CatchHandler @ 00b0a8ed */
(**(code **)(*(int *)this + 0x28c))(local_48,this);
CPASAttenuationFilter::Filter((CPASAttenuationFilter *)local_3c,local_48,0.8);
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x4b8) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x4b8);
}
if (*(int *)(this + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
/* try { // try from 00b0a883 to 00b0a8b7 has its CatchHandler @ 00b0a8d4 */
uVar3 = (**(code **)(*piVar1 + 0x1c))
(piVar1,(CRecipientFilter *)local_3c,iVar4,6,puVar2,0x3f4ccccd,0x3f800000);
*(undefined4 *)(this + 0x4c0) = uVar3;
(**(code **)(*piVar1 + 8))(piVar1,uVar3,*(undefined4 *)(this + 0x4c4),0x42c80000,0);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
CRecipientFilter::~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.