L L4D2node

CSoundscapeSystem::Init

0x008307d0 · 507 bytes · __thiscall

_ZN17CSoundscapeSystem4InitEv

Decompiled

undefined (1 param)

/* CSoundscapeSystem::Init() */

undefined4 __thiscall CSoundscapeSystem::Init(CSoundscapeSystem *this)

{
  code *pcVar1;
  char cVar2;
  KeyValues *pKVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  char *pcVar7;
  char *in_stack_ffffffc8;
  
  iVar5 = gpGlobals;
  *(undefined4 *)(this + 0x10) = 0;
  pcVar4 = "";
  if (*(char **)(iVar5 + 0x3c) != (char *)0x0) {
    pcVar4 = *(char **)(iVar5 + 0x3c);
  }
  pcVar7 = (char *)0x0;
  if (*pcVar4 != '\0') {
    pcVar7 = (char *)UTIL_VarArgs("scripts/soundscapes_%s.txt");
    in_stack_ffffffc8 = pcVar4;
  }
  pKVar3 = KeyValues::operator_new((KeyValues *)0x2c,(uint)in_stack_ffffffc8);
                    /* try { // try from 0083082c to 00830830 has its CatchHandler @ 008309e7 */
  KeyValues::KeyValues(pKVar3,"scripts/soundscapes_manifest.txt",(IKeyValuesSystem *)0x0,false);
  cVar2 = (**(code **)(*filesystem + 0x130))
                    (filesystem,pKVar3,2,"scripts/soundscapes_manifest.txt","GAME");
  if (cVar2 == '\0') {
    Error("Unable to load manifest file \'%s\'\n","scripts/soundscapes_manifest.txt");
  }
  else {
    for (pKVar3 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar3); pKVar3 != (KeyValues *)0x0;
        pKVar3 = (KeyValues *)KeyValues::GetNextKey(pKVar3)) {
      while( true ) {
        pcVar4 = (char *)KeyValues::GetName(pKVar3);
        iVar5 = _V_stricmp(pcVar4,"file");
        if (iVar5 != 0) break;
        pcVar1 = *(code **)(*(int *)this + 0x44);
        uVar6 = KeyValues::GetString(pKVar3,(char *)0x0,"");
        (*pcVar1)(this,uVar6);
        if ((pcVar7 != (char *)0x0) &&
           ((pcVar4 = (char *)KeyValues::GetString(pKVar3,(char *)0x0,""), pcVar7 == pcVar4 ||
            (iVar5 = _V_stricmp(pcVar4,pcVar7), iVar5 == 0)))) {
          pcVar7 = (char *)0x0;
        }
        pKVar3 = (KeyValues *)KeyValues::GetNextKey(pKVar3);
        if (pKVar3 == (KeyValues *)0x0) goto LAB_00830910;
      }
      uVar6 = KeyValues::GetName(pKVar3);
      Warning("CSoundscapeSystem::Init:  Manifest \'%s\' with bogus file type \'%s\', expecting \'file\'\n"
              ,"scripts/soundscapes_manifest.txt",uVar6);
    }
LAB_00830910:
    if ((pcVar7 != (char *)0x0) &&
       (cVar2 = (**(code **)(filesystem[1] + 0x28))(filesystem + 1,pcVar7,0), cVar2 != '\0')) {
      (**(code **)(*(int *)this + 0x44))(this,pcVar7);
    }
  }
  KeyValues::deleteThis();
  *(undefined4 *)(this + 0x50) = 0;
  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)