L L4D2node

sv_findsoundname

0x004b1fc0 · 327 bytes · __cdecl

_ZL16sv_findsoundnameRK8CCommand

Decompiled

undefined (1 param)

/* sv_findsoundname(CCommand const&) */

void sv_findsoundname(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  uint uVar4;
  char *pcVar5;
  int iVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  ushort uVar9;
  undefined4 *puVar10;
  int iVar11;
  char *local_2c;
  int local_20;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if ((cVar1 != '\0') && (*(int *)param_1 == 2)) {
    iVar2 = (**(code **)(*soundemitterbase + 0x24))(soundemitterbase);
    if (*(int *)param_1 < 2) {
      local_2c = "";
    }
    else {
      local_2c = *(char **)(param_1 + 0x40c);
      if (local_2c == (char *)0x0) {
        return;
      }
    }
    if (0 < iVar2) {
      local_20 = 0;
      do {
        puVar3 = (undefined4 *)(**(code **)(*soundemitterbase + 0x58))(soundemitterbase,local_20);
        if ((puVar3 != (undefined4 *)0x0) && (uVar9 = *(ushort *)(puVar3 + 2), uVar9 != 0)) {
          uVar4 = (uint)uVar9;
          iVar11 = 0;
          while( true ) {
            puVar10 = puVar3;
            if (uVar9 != 1) {
              puVar10 = (undefined4 *)*puVar3;
            }
            pcVar5 = (char *)(**(code **)(*soundemitterbase + 0x30))
                                       (soundemitterbase,puVar10 + iVar11);
            iVar6 = V_stristr(pcVar5,local_2c);
            if (iVar6 != 0) {
              uVar7 = (**(code **)(*soundemitterbase + 0x28))(soundemitterbase,local_20);
              uVar8 = (**(code **)(*soundemitterbase + 0x48))(soundemitterbase,local_20);
              Msg("Referenced by \'%s:%s\' -- %s\n",uVar8,uVar7,pcVar5);
            }
            if (iVar11 == uVar4 - 1) break;
            uVar9 = *(ushort *)(puVar3 + 2);
            iVar11 = iVar11 + 1;
          }
        }
        local_20 = local_20 + 1;
      } while (local_20 != iVar2);
      return;
    }
  }
  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)