ScriptEmitAmbientSoundOn
0x00b440e0 · 203 bytes · __cdecl
_ZL24ScriptEmitAmbientSoundOnPKcfiiP9HSCRIPT__
Decompiled
undefined (5 params)
/* ScriptEmitAmbientSoundOn(char const*, float, int, int, HSCRIPT__*) */
void ScriptEmitAmbientSoundOn
(char *param_1,float param_2,int param_3,int param_4,HSCRIPT__ *param_5)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CBaseEntity *this;
int iVar3;
if (param_5 == (HSCRIPT__ *)0x0) {
return;
}
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_5,pSVar2);
if (this != (CBaseEntity *)0x0) {
if (((byte)this[0x14d] & 8) == 0) {
iVar3 = *(int *)(this + 0x30);
}
else {
CBaseEntity::CalcAbsolutePosition(this);
iVar3 = *(int *)(this + 0x30);
}
if (iVar3 == 0) {
iVar3 = 0;
}
else {
iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
}
UTIL_EmitAmbientSound(iVar3,this + 0x2e0,param_1,param_2,param_3,0x83,param_4,0,0);
return;
}
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.