CBaseServerVehicle::SoundShutdown
0x00b36880 · 170 bytes · __thiscall
_ZN18CBaseServerVehicle13SoundShutdownEf
Decompiled
undefined (2 params)
/* CBaseServerVehicle::SoundShutdown(float) */
void __thiscall CBaseServerVehicle::SoundShutdown(CBaseServerVehicle *this,float param_1)
{
undefined4 *puVar1;
int *piVar2;
int iVar3;
iVar3 = 0;
(**(code **)(*(int *)this + 0x120))(this);
do {
puVar1 = &g_iSoundsToStopOnExit + iVar3;
iVar3 = iVar3 + 1;
(**(code **)(*(int *)this + 0x114))(this,*puVar1);
} while (iVar3 != 4);
piVar2 = (int *)CSoundEnvelopeController::GetController();
if (*(int *)(this + 400) != 0) {
(**(code **)(*piVar2 + 0x38))(piVar2,*(int *)(this + 400),param_1,1);
*(undefined4 *)(this + 400) = 0;
}
if (*(int *)(this + 0x18c) != 0) {
(**(code **)(*piVar2 + 0x38))(piVar2,*(int *)(this + 0x18c),param_1,1);
*(undefined4 *)(this + 0x18c) = 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.