Script_EmitSoundOnClient
0x00b448c0 · 222 bytes · __cdecl
_ZL24Script_EmitSoundOnClientPKcP9HSCRIPT__
Decompiled
undefined (2 params)
/* Script_EmitSoundOnClient(char const*, HSCRIPT__*) */
void Script_EmitSoundOnClient(char *param_1,HSCRIPT__ *param_2)
{
code *pcVar1;
char cVar2;
ScriptClassDesc_t *pSVar3;
CBasePlayer *pCVar4;
int iVar5;
CBasePlayer *pCVar6;
undefined **local_3c [11];
if (param_2 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
pCVar4 = (CBasePlayer *)(*pcVar1)(g_pScriptVM,param_2,pSVar3);
if (pCVar4 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
pCVar6 = (CBasePlayer *)0x0;
if (cVar2 != '\0') {
pCVar6 = pCVar4;
}
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 00b44940 to 00b44944 has its CatchHandler @ 00b449a4 */
CRecipientFilter::AddRecipient((CRecipientFilter *)local_3c,pCVar6);
if (*(int *)(pCVar4 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
/* try { // try from 00b4497e to 00b44982 has its CatchHandler @ 00b449b6 */
CBaseEntity::EmitSound
((IRecipientFilter *)local_3c,iVar5,param_1,(Vector *)0x0,0.0,(float *)0x0);
local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
}
}
}
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.