L L4D2node

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 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)