L L4D2node

CSoundEnt::Initialize

0x0082cc60 · 373 bytes · __thiscall

_ZN9CSoundEnt10InitializeEv

Decompiled

undefined (1 param)

/* CSoundEnt::Initialize() */

void __thiscall CSoundEnt::Initialize(CSoundEnt *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  CSoundEnt *pCVar4;
  int iVar5;
  int iVar6;
  CSoundEnt *pCVar7;
  int iVar8;
  int local_20;
  
  local_20 = gpGlobals;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x444) = 0xffffffff;
  iVar8 = *(int *)(local_20 + 0x14);
  iVar5 = 0x40;
  if (1 < iVar8) {
    iVar5 = 0x80;
    if (iVar8 < 0x61) {
      iVar5 = iVar8 + 0x20;
    }
  }
  if (iVar5 <= iVar8 + 0xf) {
    Warning("CSoundEnt pool is low on sounds due to high number of clients.\n");
    local_20 = gpGlobals;
  }
  uVar3 = DAT_01053d50;
  uVar2 = DAT_01053d4c;
  uVar1 = vec3_origin;
  pCVar4 = this + 0x45c;
  iVar8 = 0;
  pCVar7 = this + 0x470;
  do {
    iVar6 = iVar8;
    *(undefined4 *)pCVar7 = uVar1;
    *(undefined4 *)(pCVar7 + 4) = uVar2;
    *(undefined4 *)(pCVar7 + 8) = uVar3;
    *(short *)(pCVar4 + 0xc) = (short)iVar6 + 1;
    *(undefined4 *)pCVar4 = 0;
    *(undefined4 *)(pCVar4 + -8) = 0;
    *(undefined4 *)(pCVar4 + -4) = 0;
    *(undefined4 *)(pCVar4 + 8) = 0;
    pCVar4[0xe] = (CSoundEnt)0x0;
    *(undefined4 *)(pCVar4 + 4) = 0xffffffff;
    pCVar4 = pCVar4 + 0x34;
    iVar8 = iVar6 + 1;
    pCVar7 = pCVar7 + 0x34;
  } while (iVar6 + 1 < iVar5);
  iVar8 = 0;
  *(undefined2 *)(this + iVar6 * 0x34 + 0x468) = 0xffff;
  if (0 < *(int *)(local_20 + 0x14)) {
    do {
      iVar5 = *(int *)(this + 0x440);
      if (iVar5 == -1) {
        iVar5 = IAllocSound();
        if (iVar5 == -1) {
          DevMsg("Could not AllocSound() for Client Reserve! (DLL)\n");
          return;
        }
      }
      else {
        *(int *)(this + 0x440) = (int)*(short *)(this + iVar5 * 0x34 + 0x468);
        *(short *)(this + iVar5 * 0x34 + 0x468) = (short)*(undefined4 *)(this + 0x444);
        *(int *)(this + 0x444) = iVar5;
      }
      iVar8 = iVar8 + 1;
      this[iVar5 * 0x34 + 0x46a] = (CSoundEnt)0x1;
    } while (iVar8 < *(int *)(gpGlobals + 0x14));
  }
  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)