CBaseServerVehicle::PlayCrashSound
0x00b3a680 · 476 bytes · __thiscall
_ZN18CBaseServerVehicle14PlayCrashSoundEf
Decompiled
undefined (2 params)
/* CBaseServerVehicle::PlayCrashSound(float) */
undefined4 __thiscall CBaseServerVehicle::PlayCrashSound(CBaseServerVehicle *this,float param_1)
{
int iVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
float *pfVar4;
char *pcVar5;
float fVar6;
float fVar7;
char *pcVar8;
CBaseServerVehicle *in_stack_ffffffc4;
char *in_stack_ffffffc8;
fVar7 = ABS(*(float *)(this + 0x19c));
if (fVar7 <= ABS(param_1)) {
fVar6 = 0.0;
}
else {
fVar6 = ABS(*(float *)(this + 0x19c) - param_1);
pcVar8 = (char *)(fVar6 * 0.125);
if (60.0 <= (float)pcVar8) {
pcVar8 = (char *)0x42700000;
}
if ((5.0 < (float)pcVar8) &&
(in_stack_ffffffc4 = this, iVar1 = (**(code **)(*(int *)this + 0xf0))(), iVar1 != 0)) {
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xf0))(this);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
in_stack_ffffffc4 = (CBaseServerVehicle *)(this_00 + 0x2e0);
UTIL_ScreenShake(in_stack_ffffffc4,pcVar8,0x43160000,0x3f800000,0x43700000,4,1,0);
in_stack_ffffffc8 = pcVar8;
}
}
iVar1 = *(int *)(this + 0xb4);
if (0 < iVar1) {
iVar3 = *(int *)(this + 0xa8);
iVar2 = 0;
do {
if ((((*(int *)(iVar3 + 0xc) != 0) && (*(int *)(this + 0x184) <= *(int *)(iVar3 + 0xc))) &&
(*(float *)(iVar3 + 8) <= fVar6 && fVar6 != *(float *)(iVar3 + 8))) &&
(*(float *)(iVar3 + 4) <= fVar7 && fVar7 != *(float *)(iVar3 + 4))) {
pcVar8 = *(char **)(iVar3 + 0x10);
goto LAB_00b3a813;
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x14;
} while (iVar2 != iVar1);
}
iVar1 = iVar1 + -1;
if (-1 < iVar1) {
pfVar4 = (float *)(*(int *)(this + 0xa8) + 8 + iVar1 * 0x14);
do {
if ((*pfVar4 <= fVar6 && fVar6 != *pfVar4) && (pfVar4[-1] <= fVar7 && fVar7 != pfVar4[-1])) {
pcVar8 = (char *)pfVar4[2];
LAB_00b3a813:
pcVar5 = "";
if (pcVar8 != (char *)0x0) {
pcVar5 = pcVar8;
}
if (*pcVar5 == '\0') {
return 1;
}
PlaySound(in_stack_ffffffc4,in_stack_ffffffc8);
return 1;
}
iVar1 = iVar1 + -1;
pfVar4 = pfVar4 + -5;
} while (iVar1 != -1);
}
return 0;
}
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.