CBaseServerVehicle::RecalculateSoundGear
0x00b36320 · 97 bytes · __thiscall
_ZN18CBaseServerVehicle20RecalculateSoundGearER18vbs_sound_update_t
Decompiled
undefined (2 params)
/* CBaseServerVehicle::RecalculateSoundGear(vbs_sound_update_t&) */
void __thiscall
CBaseServerVehicle::RecalculateSoundGear(CBaseServerVehicle *this,vbs_sound_update_t *param_1)
{
float fVar1;
float fVar2;
int iVar4;
float *pfVar5;
float fVar3;
iVar4 = *(int *)(this + 0xa0) + -1;
if (-1 < iVar4) {
fVar1 = *(float *)(this + 0x188);
pfVar5 = (float *)(*(int *)(this + 0x94) + 4 + iVar4 * 0x10);
if (fVar1 < *pfVar5 || fVar1 == *pfVar5) {
pfVar5 = (float *)(*(int *)(this + 0x94) + -0xc + iVar4 * 0x10);
do {
iVar4 = iVar4 + -1;
if (iVar4 == -1) goto LAB_00b36369;
fVar2 = *pfVar5;
fVar3 = *pfVar5;
pfVar5 = pfVar5 + -4;
} while (fVar1 < fVar3 || fVar1 == fVar2);
}
*(int *)(this + 0x184) = iVar4;
}
LAB_00b36369:
if (param_1[0xd] != (vbs_sound_update_t)0x0) {
*(undefined4 *)(this + 0x184) = 0;
}
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.