CBaseServerVehicle::StopLoopingSound
0x00b3a350 · 114 bytes · __thiscall
_ZN18CBaseServerVehicle16StopLoopingSoundEf
Decompiled
undefined (2 params)
/* CBaseServerVehicle::StopLoopingSound(float) */
void __thiscall CBaseServerVehicle::StopLoopingSound(CBaseServerVehicle *this,float param_1)
{
int iVar1;
int *piVar2;
piVar2 = (int *)CSoundEnvelopeController::GetController();
if (*(int *)(this + 400) != 0) {
(**(code **)(*piVar2 + 0x2c))(piVar2,*(int *)(this + 400));
*(undefined4 *)(this + 400) = 0;
}
iVar1 = *(int *)(this + 0x18c);
if (iVar1 != 0) {
*(int *)(this + 400) = iVar1;
*(undefined4 *)(this + 0x18c) = 0;
(**(code **)(*piVar2 + 0x38))(piVar2,iVar1,param_1,0);
}
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.