L L4D2node

CModelSoundsCache::Save

0x004693f0 · 234 bytes · __thiscall

_ZN17CModelSoundsCache4SaveER10CUtlBuffer

Decompiled

undefined (2 params)

/* CModelSoundsCache::Save(CUtlBuffer&) */

void __thiscall CModelSoundsCache::Save(CModelSoundsCache *this,CUtlBuffer *param_1)

{
  int iVar1;
  undefined4 uVar2;
  char cVar3;
  char *pcVar4;
  void *pvVar5;
  int iVar6;
  undefined1 local_20;
  undefined1 uStack_1f;
  undefined1 local_1e;
  undefined1 local_1d;
  
  uVar2 = *(undefined4 *)(this + 0x10);
  if (((byte)param_1[0x15] & 1) == 0) {
    cVar3 = CUtlBuffer::CheckPut(param_1,2);
    if (cVar3 != '\0') {
      if (((byte)param_1[0x34] & 1) == 0) {
        *(short *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
             (short)uVar2;
        iVar6 = *(int *)(param_1 + 0x10);
      }
      else {
        iVar6 = *(int *)(param_1 + 0x10);
        pvVar5 = (void *)((iVar6 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
        if (pvVar5 != (void *)0x0) {
          uStack_1f = (undefined1)((uint)uVar2 >> 8);
          local_1e = uStack_1f;
          local_20 = (undefined1)uVar2;
          local_1d = local_20;
          _V_memcpy(pvVar5,&local_1e,2);
          iVar6 = *(int *)(param_1 + 0x10);
        }
      }
      *(int *)(param_1 + 0x10) = iVar6 + 2;
      CUtlBuffer::AddNullTermination(param_1);
    }
  }
  else {
    CUtlBuffer::Printf(param_1,"%d",(int)(short)uVar2);
  }
  iVar6 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar1 = iVar6 * 2;
      iVar6 = iVar6 + 1;
      pcVar4 = (char *)(**(code **)(*soundemitterbase + 0x28))
                                 (soundemitterbase,*(undefined2 *)(*(int *)(this + 4) + iVar1));
      CUtlBuffer::PutString(param_1,pcVar4);
    } while (iVar6 < *(int *)(this + 0x10));
  }
  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)