L L4D2node

CSoundEnt::InsertSound

0x0082c760 · 566 bytes · __cdecl

_ZN9CSoundEnt11InsertSoundEiRK6VectorifP11CBaseEntityiS4_

Decompiled

undefined (7 params)

/* CSoundEnt::InsertSound(int, Vector const&, int, float, CBaseEntity*, int, CBaseEntity*) */

int CSoundEnt::InsertSound
              (int param_1,Vector *param_2,int param_3,float param_4,CBaseEntity *param_5,
              int param_6,CBaseEntity *param_7)

{
  undefined4 uVar1;
  float fVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  CSoundEnt *pCVar6;
  int iVar7;
  
  pCVar6 = g_pSoundEnt;
  if (g_pSoundEnt == (CSoundEnt *)0x0) {
    return -1;
  }
  if (param_6 == 0) {
    iVar5 = *(int *)(g_pSoundEnt + 0x440);
    if (iVar5 != -1) {
      *(int *)(g_pSoundEnt + 0x440) = (int)*(short *)(g_pSoundEnt + iVar5 * 0x34 + 0x468);
      *(short *)(pCVar6 + iVar5 * 0x34 + 0x468) = (short)*(undefined4 *)(pCVar6 + 0x444);
      *(int *)(pCVar6 + 0x444) = iVar5;
      goto LAB_0082c7c2;
    }
    iVar5 = IAllocSound();
  }
  else {
    iVar5 = FindOrAllocateSound(g_pSoundEnt,param_5,param_6);
  }
  pCVar6 = g_pSoundEnt;
  if (iVar5 == -1) {
    DevMsg("Could not AllocSound() for InsertSound() (Game DLL)\n");
    return -1;
  }
LAB_0082c7c2:
  iVar3 = iVar5 * 0x34;
  *(undefined4 *)(pCVar6 + iVar3 + 0x470) = *(undefined4 *)param_2;
  *(undefined4 *)(pCVar6 + iVar3 + 0x474) = *(undefined4 *)(param_2 + 4);
  uVar1 = *(undefined4 *)(param_2 + 8);
  *(int *)(pCVar6 + iVar3 + 0x45c) = param_1;
  *(undefined4 *)(pCVar6 + iVar3 + 0x458) = 0x3f000000;
  *(undefined4 *)(pCVar6 + iVar3 + 0x478) = uVar1;
  *(int *)(pCVar6 + iVar3 + 0x454) = param_3;
  if (param_4 == 3.4028235e+38) {
    *(undefined4 *)(pCVar6 + iVar3 + 0x464) = 0x7f7fffff;
    pCVar6[iVar3 + 0x46a] = (CSoundEnt)0x1;
  }
  else {
    fVar2 = *(float *)(gpGlobals + 0xc);
    pCVar6[iVar3 + 0x46a] = (CSoundEnt)0x0;
    *(float *)(pCVar6 + iVar3 + 0x464) = fVar2 + param_4;
  }
  if (param_5 == (CBaseEntity *)0x0) {
    *(undefined4 *)(pCVar6 + iVar3 + 0x44c) = 0xffffffff;
  }
  else {
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_5 + 0xc))(param_5);
    *(undefined4 *)(pCVar6 + iVar3 + 0x44c) = *puVar4;
  }
  if (param_7 == (CBaseEntity *)0x0) {
    *(undefined4 *)(pCVar6 + iVar3 + 0x450) = 0xffffffff;
  }
  else {
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_7 + 0xc))(param_7);
    *(undefined4 *)(pCVar6 + iVar3 + 0x450) = *puVar4;
  }
  pCVar6[iVar3 + 0x47c] = (CSoundEnt)(param_5 != (CBaseEntity *)0x0);
  *(int *)(pCVar6 + iVar3 + 0x46c) = param_6;
  iVar7 = *(int *)(displaysoundlist._28_4_ + 0x30);
  if (iVar7 == 1) {
    Msg("  Added Sound! Type:%d  Duration:%f (Time:%f)\n",*(undefined4 *)(pCVar6 + iVar3 + 0x45c),
        (double)param_4,(double)*(float *)(gpGlobals + 0xc));
    iVar7 = *(int *)(displaysoundlist._28_4_ + 0x30);
  }
  if ((iVar7 == 2) && ((param_1 & 8U) != 0)) {
    Msg("  Added Danger Sound! Duration:%f (Time:%f)\n",(double)param_4,
        (double)*(float *)(gpGlobals + 0xc));
    return iVar5;
  }
  return iVar5;
}

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)