L L4D2node

CSoundControllerImp::ProcessCommand

0x004bf8b0 · 270 bytes · __thiscall

_ZN19CSoundControllerImp14ProcessCommandEP14SoundCommand_t

Decompiled

undefined (2 params)

/* CSoundControllerImp::ProcessCommand(SoundCommand_t*) */

void __thiscall
CSoundControllerImp::ProcessCommand(CSoundControllerImp *this,SoundCommand_t *param_1)

{
  uint *puVar1;
  CSoundEnvelope *pCVar2;
  float fVar3;
  int iVar4;
  void *pvVar5;
  CSoundEnvelope *this_00;
  float fVar6;
  
  iVar4 = *(int *)(param_1 + 0xc);
  if (iVar4 == 1) {
    this_00 = *(CSoundEnvelope **)param_1;
    fVar6 = *(float *)(param_1 + 8);
    fVar3 = *(float *)(param_1 + 0x10);
    pCVar2 = this_00 + 0x50;
    *(uint *)pCVar2 = *(uint *)pCVar2 | 2;
    CSoundEnvelope::SetTarget(this_00,fVar3,fVar6);
    return;
  }
  if (iVar4 < 2) {
    if (iVar4 == 0) {
      iVar4 = *(int *)param_1;
      fVar6 = *(float *)(param_1 + 0x10);
      fVar3 = *(float *)(param_1 + 8);
      if (1.0 <= fVar6) {
        fVar6 = 1.0;
      }
      puVar1 = (uint *)(iVar4 + 0x50);
      *puVar1 = *puVar1 | 1;
      CSoundEnvelope::SetTarget((CSoundEnvelope *)(iVar4 + 0x10),fVar6,fVar3);
      return;
    }
  }
  else if (iVar4 == 2) {
    if (*(int *)(*(int *)param_1 + 0x58) != 0) {
      CSoundPatch::Shutdown((CSoundPatch *)this);
      return;
    }
  }
  else if (iVar4 == 3) {
    RemoveFromList(this,*(CSoundPatch **)param_1);
    pvVar5 = *(void **)param_1;
    if (pvVar5 != (void *)0x0) {
      *(undefined ***)((int)pvVar5 + 0x60) = &PTR__CCopyRecipientFilter_00c1e5c8;
      CSoundPatch::g_SoundPatchCount = CSoundPatch::g_SoundPatchCount + -1;
      *(undefined4 *)((int)pvVar5 + 0x74) = 0;
      CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar5 + 0x68));
      *(undefined4 *)((int)pvVar5 + 0x78) = *(undefined4 *)((int)pvVar5 + 0x68);
      CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar5 + 0x68));
      *(undefined ***)((int)pvVar5 + 0x60) = &PTR__IRecipientFilter_00c1e548;
      CUtlMemoryPool::Free((CUtlMemoryPool *)CSoundPatch::s_Allocator,pvVar5);
    }
    *(undefined4 *)param_1 = 0;
  }
  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)