L L4D2node

physicssound::AddImpactSound

0x00779bd0 · 672 bytes · __cdecl

_ZN12physicssound14AddImpactSoundERNS_11soundlist_tEPviiP14IPhysicsObjectiiff

Decompiled

undefined (9 params)

/* physicssound::AddImpactSound(physicssound::soundlist_t&, void*, int, int, IPhysicsObject*, int,
   int, float, float) */

void physicssound::AddImpactSound
               (soundlist_t *param_1,void *param_2,int param_3,int param_4,IPhysicsObject *param_5,
               int param_6,int param_7,float param_8,float param_9)

{
  int iVar1;
  int iVar2;
  undefined4 *puVar3;
  int iVar4;
  int iVar5;
  void *__ptr;
  undefined4 *puVar6;
  float fVar7;
  float fVar8;
  
  fVar8 = param_9 + 0.0001;
  iVar1 = *(int *)(param_1 + 0xc);
  if (-1 < iVar1 + -1) {
    iVar4 = (iVar1 + -1) * 0x24;
    __ptr = *(void **)param_1;
    puVar6 = (undefined4 *)((int)__ptr + iVar4);
    if (((uint)*(ushort *)(puVar6 + 5) != param_6) && (iVar1 < 5)) {
      puVar3 = (undefined4 *)((int)__ptr + iVar4 + -0x24);
      do {
        puVar6 = puVar3;
        if (puVar6 == (undefined4 *)((int)__ptr + -0x24)) goto LAB_00779c70;
        puVar3 = puVar6 + -9;
      } while ((uint)*(ushort *)(puVar6 + 5) != param_6);
    }
    fVar7 = (float)puVar6[3];
    if (fVar7 < param_8) {
      (**(code **)(*(int *)param_5 + 0xc4))(param_5,puVar6 + 6,0);
      fVar7 = (float)puVar6[3];
      *puVar6 = param_2;
      puVar6[1] = param_3;
      puVar6[2] = param_4;
      *(undefined2 *)((int)puVar6 + 0x16) = (undefined2)param_7;
    }
    if (fVar8 <= (float)puVar6[4]) {
      fVar8 = (float)puVar6[4];
    }
    puVar6[4] = fVar8;
    puVar6[3] = fVar7 + param_8;
    return;
  }
  __ptr = *(void **)param_1;
LAB_00779c70:
  iVar4 = iVar1 + 1;
  iVar5 = *(int *)(param_1 + 4);
  if (iVar4 <= iVar5) goto LAB_00779c84;
  iVar2 = *(int *)(param_1 + 8);
  if (iVar2 < 0) goto LAB_00779c84;
  if (iVar2 == 0) {
    if (iVar5 == 0) {
      if (iVar4 < 2) {
        iVar5 = 1;
        goto LAB_00779d87;
      }
      iVar5 = 1;
    }
    do {
      iVar5 = iVar5 * 2;
    } while (iVar5 < iVar4);
  }
  else {
    for (iVar5 = (iVar1 / iVar2 + 1) * iVar2; iVar5 < iVar4; iVar5 = (iVar5 + iVar4) / 2) {
    }
  }
LAB_00779d87:
  *(int *)(param_1 + 4) = iVar5;
  if (__ptr == (void *)0x0) {
    __ptr = malloc(iVar5 * 0x24);
    *(void **)param_1 = __ptr;
  }
  else {
    __ptr = realloc(__ptr,iVar5 * 0x24);
    *(void **)param_1 = __ptr;
    iVar4 = *(int *)(param_1 + 0xc) + 1;
  }
LAB_00779c84:
  *(int *)(param_1 + 0xc) = iVar4;
  *(void **)(param_1 + 0x10) = __ptr;
  iVar4 = (iVar4 - iVar1) + -1;
  if (0 < iVar4) {
    _V_memmove((void *)((int)__ptr + iVar1 * 0x24 + 0x24),(void *)((int)__ptr + iVar1 * 0x24),
               iVar4 * 0x24);
    __ptr = *(void **)param_1;
  }
  puVar6 = (undefined4 *)(iVar1 * 0x24 + (int)__ptr);
  *puVar6 = param_2;
  puVar6[1] = param_3;
  puVar6[2] = param_4;
  (**(code **)(*(int *)param_5 + 0xc4))(param_5,puVar6 + 6,0);
  *(short *)(puVar6 + 5) = (short)param_6;
  puVar6[3] = param_8;
  *(undefined2 *)((int)puVar6 + 0x16) = (undefined2)param_7;
  puVar6[4] = fVar8;
  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)