L L4D2node

sv_soundemitter_reload

0x004b34e0 · 82 bytes · __cdecl

_ZL22sv_soundemitter_reloadRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* sv_soundemitter_reload(CCommand const&) */

void sv_soundemitter_reload(CCommand *param_1)

{
  CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::RemoveAll
            ((CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *)&DAT_00f9cea4);
  CUtlMemory<AsyncCaption_t,int>::Purge((CUtlMemory<AsyncCaption_t,int> *)&DAT_00f9cea4);
  _DAT_00f9ceb4 = DAT_00f9cea4;
  CSoundEmitterSystem::AddCaptionFile
            ((CSoundEmitterSystem *)&g_SoundEmitterSystem,"resource/closecaption_english.dat");
  CSoundEmitterSystem::AddCaptionFile
            ((CSoundEmitterSystem *)&g_SoundEmitterSystem,"resource/subtitles_english.dat");
  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)