L L4D2node

CSoundscapeSystem::AddSoundscapeFile

0x00830d50 · 313 bytes · __thiscall

_ZN17CSoundscapeSystem17AddSoundscapeFileEPKc

Decompiled

undefined (2 params)

/* CSoundscapeSystem::AddSoundscapeFile(char const*) */

void __thiscall CSoundscapeSystem::AddSoundscapeFile(CSoundscapeSystem *this,char *param_1)

{
  char cVar1;
  KeyValues *this_00;
  int iVar2;
  char *pcVar3;
  uint in_stack_ffffffc8;
  
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
                    /* try { // try from 00830d8c to 00830d90 has its CatchHandler @ 00830e9c */
  KeyValues::KeyValues(this_00,param_1,(IKeyValuesSystem *)0x0,false);
  cVar1 = (**(code **)(*filesystem + 0x130))(filesystem,this_00,2,param_1,"GAME");
  if ((cVar1 != '\0') && (this_00 != (KeyValues *)0x0)) {
    do {
      iVar2 = KeyValues::GetFirstSubKey(this_00);
      if (iVar2 != 0) {
        if (*(int *)(*(int *)(g_pDeveloper + 0x1c) + 0x30) != 0) {
          pcVar3 = (char *)KeyValues::GetName(this_00);
          pcVar3 = strchr(pcVar3,0x7b);
          if (pcVar3 != (char *)0x0) {
            if (*(int *)(this + 0x10) < 1) {
              pcVar3 = "FIRST";
            }
            else {
              pcVar3 = (char *)CStringRegistry::GetStringText
                                         ((CStringRegistry *)(this + 0xc),*(int *)(this + 0x10) + -1
                                         );
            }
            Msg("Error parsing soundscape file %s after %s\n",param_1,pcVar3);
          }
        }
        iVar2 = *(int *)(this + 0x10);
        pcVar3 = (char *)KeyValues::GetName(this_00);
        CStringRegistry::AddString((CStringRegistry *)(this + 0xc),pcVar3,iVar2);
        *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
      }
      this_00 = (KeyValues *)KeyValues::GetNextKey(this_00);
    } while (this_00 != (KeyValues *)0x0);
  }
  KeyValues::deleteThis();
  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)