L L4D2node

CVehicleSoundsParser::SetDefaults

0x00b3bb20 · 121 bytes · __thiscall

_ZN20CVehicleSoundsParser11SetDefaultsEPv

Decompiled

undefined (2 params)

/* CVehicleSoundsParser::SetDefaults(void*) */

void __thiscall CVehicleSoundsParser::SetDefaults(CVehicleSoundsParser *this,void *param_1)

{
  int iVar1;
  
  *(undefined4 *)((int)param_1 + 0x10) = 0;
  CUtlMemory<vehicle_gear_t,int>::Purge((CUtlMemory<vehicle_gear_t,int> *)((int)param_1 + 4));
  *(undefined4 *)((int)param_1 + 0x24) = 0;
  *(undefined4 *)((int)param_1 + 0x14) = *(undefined4 *)((int)param_1 + 4);
  CUtlMemory<vehicle_crashsound_t,int>::Purge
            ((CUtlMemory<vehicle_crashsound_t,int> *)((int)param_1 + 0x18));
  *(undefined4 *)((int)param_1 + 0x28) = *(undefined4 *)((int)param_1 + 0x18);
  iVar1 = 0;
  do {
    *(undefined4 *)((int)param_1 + iVar1 * 4 + 0x2c) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 9);
  iVar1 = 0;
  do {
    *(undefined4 *)((int)param_1 + iVar1 * 4 + 0x50) = 0;
    *(undefined4 *)((int)param_1 + iVar1 * 4 + 0xa0) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 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)