CBaseServerVehicle::InitSoundParams
0x00b3b4a0 · 81 bytes · __thiscall
_ZN18CBaseServerVehicle15InitSoundParamsER18vbs_sound_update_t
Decompiled
undefined (2 params)
/* CBaseServerVehicle::InitSoundParams(vbs_sound_update_t&) */
void __thiscall
CBaseServerVehicle::InitSoundParams(CBaseServerVehicle *this,vbs_sound_update_t *param_1)
{
undefined4 uVar1;
vbs_sound_update_t vVar2;
uVar1 = *(undefined4 *)(gpGlobals + 0x10);
param_1[0xc] = (vbs_sound_update_t)0x0;
*(undefined4 *)param_1 = uVar1;
param_1[0xd] = (vbs_sound_update_t)0x0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
param_1[0xe] = (vbs_sound_update_t)0x0;
param_1[0xf] = (vbs_sound_update_t)0x0;
param_1[0x10] = (vbs_sound_update_t)0x0;
vVar2 = (vbs_sound_update_t)(**(code **)(*(int *)this + 0xec))(this);
param_1[0xf] = vVar2;
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.