CChoreoScene::GetPlayingSoundName
0x00bb2630 · 122 bytes · __thiscall
_ZN12CChoreoScene19GetPlayingSoundNameEPci
Decompiled
undefined (3 params)
/* CChoreoScene::GetPlayingSoundName(char*, int) */
undefined4 __thiscall
CChoreoScene::GetPlayingSoundName(CChoreoScene *this,char *param_1,int param_2)
{
CChoreoEvent *this_00;
int iVar1;
undefined4 uVar2;
char *pcVar3;
int iVar4;
if (0 < *(int *)(this + 0x10)) {
iVar4 = 0;
do {
this_00 = *(CChoreoEvent **)(*(int *)(this + 4) + iVar4 * 4);
iVar1 = CChoreoEvent::GetType(this_00);
if (iVar1 == 5) {
uVar2 = CChoreoEvent::IsProcessing(this_00);
if ((char)uVar2 != '\0') {
pcVar3 = (char *)CChoreoEvent::GetParameters(this_00);
V_strncpy(param_1,pcVar3,param_2);
return uVar2;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(this + 0x10));
}
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.