L L4D2node

CFlexSceneFileManager::Init

0x0062c1c0 · 786 bytes · __thiscall

_ZN21CFlexSceneFileManager4InitEv

Decompiled

undefined (1 param)

/* CFlexSceneFileManager::Init() */

undefined4 __thiscall CFlexSceneFileManager::Init(CFlexSceneFileManager *this)

{
  char *pcVar1;
  code *pcVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  undefined4 local_14;
  CFlexSceneFile *local_10;
  
  if (0 < *(int *)(this + 0x18)) {
    iVar5 = 0;
    do {
      pcVar1 = *(char **)(*(int *)(this + 0xc) + iVar5 * 4);
      if ((pcVar1 != (char *)0x0) && (iVar3 = _V_stricmp(pcVar1,"phonemes"), iVar3 == 0))
      goto LAB_0062c20a;
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(this + 0x18));
  }
  local_14 = 0;
  pcVar2 = *(code **)(*filesystem + 0x11c);
  uVar4 = UTIL_VarArgs("expressions/%s.vfe","phonemes");
  iVar5 = (*pcVar2)(filesystem,uVar4,"GAME",&local_14,0,1,0,0,0);
  if (iVar5 != 0) {
    local_10 = ::operator_new(0x84);
    V_strncpy((char *)local_10,"phonemes",0x80);
    *(undefined4 *)(local_10 + 0x80) = local_14;
    CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>>::InsertBefore
              ((CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>> *)(this + 0xc),
               *(int *)(this + 0x18),&local_10);
  }
LAB_0062c20a:
  iVar5 = 0;
  if (0 < *(int *)(this + 0x18)) {
    do {
      pcVar1 = *(char **)(*(int *)(this + 0xc) + iVar5 * 4);
      if ((pcVar1 != (char *)0x0) && (iVar3 = _V_stricmp(pcVar1,"phonemes_weak"), iVar3 == 0))
      goto LAB_0062c24a;
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(this + 0x18));
  }
  local_14 = 0;
  pcVar2 = *(code **)(*filesystem + 0x11c);
  uVar4 = UTIL_VarArgs("expressions/%s.vfe","phonemes_weak");
  iVar5 = (*pcVar2)(filesystem,uVar4,"GAME",&local_14,0,1,0,0,0);
  if (iVar5 != 0) {
    local_10 = ::operator_new(0x84);
    V_strncpy((char *)local_10,"phonemes_weak",0x80);
    *(undefined4 *)(local_10 + 0x80) = local_14;
    CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>>::InsertBefore
              ((CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>> *)(this + 0xc),
               *(int *)(this + 0x18),&local_10);
  }
LAB_0062c24a:
  iVar5 = 0;
  if (0 < *(int *)(this + 0x18)) {
    do {
      pcVar1 = *(char **)(*(int *)(this + 0xc) + iVar5 * 4);
      if ((pcVar1 != (char *)0x0) && (iVar3 = _V_stricmp(pcVar1,"phonemes_strong"), iVar3 == 0)) {
        return 1;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(this + 0x18));
  }
  local_14 = 0;
  pcVar2 = *(code **)(*filesystem + 0x11c);
  uVar4 = UTIL_VarArgs("expressions/%s.vfe","phonemes_strong");
  iVar5 = (*pcVar2)(filesystem,uVar4,"GAME",&local_14,0,1,0,0,0);
  if (iVar5 == 0) {
    return 1;
  }
  local_10 = ::operator_new(0x84);
  V_strncpy((char *)local_10,"phonemes_strong",0x80);
  *(undefined4 *)(local_10 + 0x80) = local_14;
  CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>>::InsertBefore
            ((CUtlVector<CFlexSceneFile*,CUtlMemory<CFlexSceneFile*,int>> *)(this + 0xc),
             *(int *)(this + 0x18),&local_10);
  return 1;
}

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)