L L4D2node

soundscape_flush

0x00830c40 · 253 bytes · __cdecl

_ZL16soundscape_flushRK8CCommand

Decompiled

undefined (1 param)

/* soundscape_flush(CCommand const&) */

void soundscape_flush(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  
  piVar2 = (int *)UTIL_GetCommandClient();
  if ((piVar2 == (int *)0x0) || (cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 == '\0')) {
    cVar1 = (**(code **)(*engine + 8))(engine);
    if (cVar1 == '\0') {
      return;
    }
    piVar2 = (int *)0x0;
  }
  else {
    cVar1 = (**(code **)(*engine + 8))(engine);
    if (cVar1 != '\0') {
      return;
    }
    piVar3 = (int *)UTIL_GetListenServerHost();
    if (piVar2 != piVar3) {
      return;
    }
  }
  g_SoundscapeSystem._16_4_ = 0;
  CStringRegistry::ClearStrings((CStringRegistry *)(g_SoundscapeSystem + 0xc));
  CSoundscapeSystem::Init((CSoundscapeSystem *)g_SoundscapeSystem);
  cVar1 = (**(code **)(*engine + 8))(engine);
  if (cVar1 == '\0') {
    (**(code **)(*engine + 0x9c))(engine,piVar2[0xc],"cl_soundscape_flush\n");
    return;
  }
  if (*(int *)(gpGlobals + 0x14) < 1) {
    return;
  }
  iVar5 = 1;
  do {
    iVar4 = UTIL_PlayerByIndex(iVar5);
    if (iVar4 != 0) {
      (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(iVar4 + 0x30),"cl_soundscape_flush\n");
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 <= *(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)