L L4D2node

CSoundscapeSystem::AddSoundscapeEntity

0x00831270 · 97 bytes · __thiscall

_ZN17CSoundscapeSystem19AddSoundscapeEntityEP14CEnvSoundscape

Decompiled

undefined (2 params)

/* CSoundscapeSystem::AddSoundscapeEntity(CEnvSoundscape*) */

void __thiscall
CSoundscapeSystem::AddSoundscapeEntity(CSoundscapeSystem *this,CEnvSoundscape *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x20);
  if (0 < iVar2) {
    if ((CEnvSoundscape *)**(int **)(this + 0x14) == param_1) {
      return;
    }
    iVar1 = 0;
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == iVar2) goto LAB_0083129c;
    } while ((CEnvSoundscape *)(*(int **)(this + 0x14))[iVar1] != param_1);
    if (iVar1 != -1) {
      return;
    }
  }
LAB_0083129c:
  iVar2 = CUtlVector<CEnvSoundscape*,CUtlMemory<CEnvSoundscape*,int>>::InsertBefore
                    ((CUtlVector<CEnvSoundscape*,CUtlMemory<CEnvSoundscape*,int>> *)(this + 0x14),
                     iVar2,&param_1);
  *(int *)(param_1 + 0x464) = iVar2 + 1;
  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)