L L4D2node

CDownloadListGenerator::OnSoundPrecached

0x0013ebd0 · 174 bytes · __thiscall

_ZN22CDownloadListGenerator16OnSoundPrecachedEPKc

Decompiled

undefined (2 params)

/* CDownloadListGenerator::OnSoundPrecached(char const*) */

void __thiscall CDownloadListGenerator::OnSoundPrecached(CDownloadListGenerator *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = isalnum((int)*param_1);
  pcVar2 = param_1 + (iVar1 == 0);
  iVar1 = V_strnicmp(pcVar2,"sound",5);
  if (iVar1 == 0) {
    V_strncpy(local_1010,pcVar2,0x1000);
  }
  else {
    V_snprintf(local_1010,0x1000,"sound\\%s",pcVar2);
  }
  OnResourcePrecached(this,local_1010);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)