L L4D2node

VOX_TouchSounds

0x000f3410 · 567 bytes · __cdecl

_Z15VOX_TouchSoundsR8CUtlDictIiiER10CUtlRBTreeI6ccpairiPFbRKS3_S5_E10CUtlMemoryI15UtlRBTreeNode_tIS3_iEiEEb

Decompiled

undefined (3 params)

/* VOX_TouchSounds(CUtlDict<int, int>&, CUtlRBTree<ccpair, int, bool (*)(ccpair const&, ccpair
   const&), CUtlMemory<UtlRBTreeNode_t<ccpair, int>, int> >&, bool) */

void VOX_TouchSounds(CUtlDict *param_1,CUtlRBTree *param_2,bool param_3)

{
  code *pcVar1;
  int iVar2;
  int iVar3;
  undefined4 uVar4;
  int in_GS_OFFSET;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  for (iVar2 = CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
               ::FirstInorder((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
                               *)param_1); iVar2 != -1;
      iVar2 = CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
              ::NextInorder((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
                             *)param_1,iVar2)) {
    V_snprintf(local_220,0x200,"sound/%s",
               *(undefined4 *)(*(int *)(param_1 + 4) + iVar2 * 0x18 + 0x10));
    iVar3 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                      (g_pFileSystem + 4,local_220,&DAT_002a3e98,0);
    if (iVar3 != 0) {
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar3);
    }
  }
  if (param_3) {
    for (iVar2 = CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                 ::FirstInorder((CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                                 *)param_2); iVar2 != -1;
        iVar2 = CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                ::NextInorder((CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                               *)param_2,iVar2)) {
      iVar3 = iVar2 * 0x310 + *(int *)(param_2 + 4);
      Msg(&DAT_002a5dbc,iVar3 + 0x10,iVar3 + 0x110);
    }
    iVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                      (g_pFileSystem + 4,"sentences.m3u",&DAT_002a5dab,&DAT_002a076d);
    if (iVar2 != 0) {
      for (iVar3 = CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                   ::FirstInorder((CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                                   *)param_2); iVar3 != -1;
          iVar3 = CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                  ::NextInorder((CUtlRBTree<ccpair,int,bool(*)(ccpair_const&,ccpair_const&),CUtlMemory<UtlRBTreeNode_t<ccpair,int>,int>>
                                 *)param_2,iVar3)) {
        V_snprintf(local_220,0x200,"%s\n",iVar3 * 0x310 + *(int *)(param_2 + 4) + 0x210);
        pcVar1 = *(code **)(*(int *)(g_pFileSystem + 4) + 4);
        uVar4 = _V_strlen(local_220);
        (*pcVar1)(g_pFileSystem + 4,local_220,uVar4,iVar2);
      }
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar2);
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)