L L4D2node

CSoundEmitterSystem::StartLog

0x004b2120 · 195 bytes · __thiscall

_ZN19CSoundEmitterSystem8StartLogEv.part.27

Decompiled

undefined (1 param)

/* CSoundEmitterSystem::StartLog() [clone .part.27] */

void __thiscall CSoundEmitterSystem::StartLog(CSoundEmitterSystem *this)

{
  int in_EAX;
  int iVar1;
  undefined1 *puVar2;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  (**(code **)(*filesystem + 0x48))(filesystem,"reslists","DEFAULT_WRITE_PATH");
  puVar2 = &DAT_00d539c2;
  if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
    puVar2 = *(undefined1 **)(gpGlobals + 0x3c);
  }
  V_snprintf(local_1010,0x1000,"reslists\\%s.snd",puVar2);
  iVar1 = (**(code **)(filesystem[1] + 8))(filesystem + 1,local_1010,&DAT_00bf9593,&DAT_00c146f4);
  *(int *)(in_EAX + 8) = iVar1;
  if (iVar1 == 0) {
    Warning("Unable to open %s for precache logging\n",local_1010);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)