CSoundEmitterSystem::Init
0x004b6f70 · 150 bytes · __thiscall
_ZN19CSoundEmitterSystem4InitEv
Decompiled
undefined (1 param)
/* CSoundEmitterSystem::Init() */
void __thiscall CSoundEmitterSystem::Init(CSoundEmitterSystem *this)
{
int *piVar1;
int iVar2;
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0xc))(piVar1,"-makereslists",0);
piVar1 = cvar;
this[4] = (CSoundEmitterSystem)(iVar2 != 0);
g_pClosecaption = (**(code **)(*piVar1 + 0x30))(piVar1,"closecaption");
CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::RemoveAll
((CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *)(this + 0x44));
CUtlMemory<AsyncCaption_t,int>::Purge((CUtlMemory<AsyncCaption_t,int> *)(this + 0x44));
*(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
AddCaptionFile(this,"resource/closecaption_english.dat");
AddCaptionFile(this,"resource/subtitles_english.dat");
/* WARNING: Could not recover jumptable at 0x004b7004. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*soundemitterbase + 0x14))();
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.