CSoundControllerImp::SystemReset
0x004bec60 · 110 bytes · __thiscall
_ZN19CSoundControllerImp11SystemResetEv
Decompiled
undefined (1 param)
/* CSoundControllerImp::SystemReset() */
void __thiscall CSoundControllerImp::SystemReset(CSoundControllerImp *this)
{
int iVar1;
int iVar2;
CSoundPatch *in_stack_ffffffd4;
iVar1 = *(int *)(this + 0x1c) + -1;
iVar2 = iVar1 * 4;
if (-1 < iVar1) {
do {
while (*(int *)(*(int *)(*(int *)(this + 0x10) + iVar2) + 0x58) == 0) {
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -4;
if (iVar1 == -1) goto LAB_004beca8;
}
CSoundPatch::Shutdown(in_stack_ffffffd4);
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -4;
} while (iVar1 != -1);
}
LAB_004beca8:
*(undefined4 *)(this + 0x1c) = 0;
CUtlMemory<CSoundPatch*,int>::Purge((CUtlMemory<CSoundPatch*,int> *)(this + 0x10));
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
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.