L L4D2node

CSoundPatch::Init

0x004c0050 · 763 bytes · __thiscall

_ZN11CSoundPatch4InitEP16IRecipientFilterP11CBaseEntityiPKc12soundlevel_tPK6Vectorf

Decompiled

undefined (8 params)

/* CSoundPatch::Init(IRecipientFilter*, CBaseEntity*, int, char const*, soundlevel_t, Vector const*,
   float) */

void __thiscall
CSoundPatch::Init(CSoundPatch *this,int *param_1,int *param_2,undefined4 param_3,char *param_4,
                 undefined4 param_6,undefined4 *param_7,undefined4 param_8)

{
  char cVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  int in_GS_OFFSET;
  undefined4 local_d0;
  int local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined4 local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined1 local_b0;
  undefined4 local_ac;
  char local_a8 [128];
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (param_2 == (int *)0x0) {
    *(undefined4 *)(this + 0x38) = 0xffffffff;
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*param_2 + 0xc))(param_2);
    *(undefined4 *)(this + 0x38) = *puVar2;
    if (param_2[0xc] == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = param_2[0xc] - *(int *)(gpGlobals + 0x58) >> 4;
    }
    *(int *)(this + 0x40) = iVar3;
  }
  local_c8 = 0;
  local_c4 = 0x3f800000;
  local_c0 = 100;
  local_bc = 100;
  *(undefined4 *)(this + 0x3c) = param_3;
  local_b8 = 100;
  local_b4 = 0x4b;
  local_a8[0] = '\0';
  local_b0 = 0;
  local_ac = 0;
  local_28 = 0;
  local_24 = 0;
  iVar3 = V_stristr(param_4,".wav");
  if (iVar3 == 0) {
    iVar3 = V_stristr(param_4,".mp3");
    if (iVar3 == 0) {
      cVar1 = CBaseEntity::GetParametersForSound(param_4,(CSoundParameters *)&local_c8,(char *)0x0);
      if (cVar1 != '\0') {
        *(undefined4 *)(this + 0x5c) = local_c4;
        AllocPooledString((char *)&local_d0);
        *(undefined4 *)(this + 0x34) = local_d0;
        *(undefined4 *)(this + 0x24) = local_b4;
        if (*(int *)(this + 0x3c) < 0x87) {
          *(undefined4 *)(this + 0x3c) = local_c8;
        }
        param_4 = local_a8;
        goto LAB_004c0171;
      }
    }
  }
  AllocPooledString((char *)&local_d0);
  *(undefined4 *)(this + 0x34) = local_d0;
  *(undefined4 *)(this + 0x5c) = param_8;
  *(undefined4 *)(this + 0x24) = param_6;
LAB_004c0171:
  AllocPooledString((char *)&local_d0);
  *(undefined4 *)(this + 0x30) = local_d0;
  if (*(float *)(this + 0x14) != 0.0) {
    this[0x1c] = (CSoundPatch)0x1;
  }
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  if (*(float *)(this + 4) != 0.0) {
    this[0xc] = (CSoundPatch)0x1;
  }
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 100) = 1;
  cVar1 = (**(code **)(*param_1 + 8))(param_1,param_4);
  if (cVar1 != '\0') {
    *(uint *)(this + 100) = *(uint *)(this + 100) | 2;
  }
  cVar1 = (**(code **)(*param_1 + 0xc))(param_1);
  if (cVar1 != '\0') {
    *(uint *)(this + 100) = *(uint *)(this + 100) | 4;
  }
  iVar3 = 0;
  while( true ) {
    iVar4 = (**(code **)(*param_1 + 0x10))(param_1);
    if (iVar4 <= iVar3) break;
    local_cc = (**(code **)(*param_1 + 0x14))(param_1,iVar3);
    if (-1 < local_cc) {
      CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
                ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x68),*(int *)(this + 0x74),
                 &local_cc);
    }
    iVar3 = iVar3 + 1;
  }
  *(undefined4 *)(this + 0x54) = 0;
  if (param_7 != (undefined4 *)0x0) {
    *(undefined4 *)(this + 0x44) = *param_7;
    *(undefined4 *)(this + 0x48) = param_7[1];
    *(undefined4 *)(this + 0x4c) = param_7[2];
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)