L L4D2node

CEngineSoundServer::PrefetchSound

0x00158150 · 246 bytes · __thiscall

_ZN18CEngineSoundServer13PrefetchSoundEPKc

Decompiled

undefined (2 params)

/* CEngineSoundServer::PrefetchSound(char const*) */

void __thiscall CEngineSoundServer::PrefetchSound(CEngineSoundServer *this,char *param_1)

{
  byte bVar1;
  int iVar2;
  byte *pbVar3;
  undefined **local_5c;
  undefined1 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined8 local_48;
  undefined4 local_40;
  undefined4 local_3c;
  undefined8 local_38;
  undefined4 local_30;
  undefined4 local_2c;
  undefined1 local_28;
  undefined8 local_24;
  undefined4 local_1c;
  undefined4 local_18;
  undefined2 local_10;
  undefined2 local_e;
  
  pbVar3 = (byte *)param_1;
  if (param_1 != (char *)0x0) {
    do {
      bVar1 = *pbVar3;
      if ((bVar1 & 0xfd) == 0x21) {
LAB_001581b0:
        if (bVar1 == 0x21) {
          return;
        }
      }
      else if (2 < (byte)(bVar1 - 0x28)) {
        if (((byte)(bVar1 - 0x3e) < 3) || (bVar1 == 0x3c)) goto LAB_001581b0;
        if (((bVar1 != 0x5e) && (bVar1 != 0x7d)) && (bVar1 != 0x24)) break;
      }
      pbVar3 = pbVar3 + 1;
    } while( true );
  }
  iVar2 = SV_SoundIndex(param_1);
  if (iVar2 != 0) {
    local_e = (undefined2)iVar2;
    local_50 = 0;
    local_4c = 0;
    local_48 = 0;
    local_40 = 0;
    local_3c = 0;
    local_38 = 0;
    local_30 = 0;
    local_2c = 0;
    local_28 = 0;
    local_24 = 0;
    local_1c = 0;
    local_18 = 0;
    local_58 = 1;
    local_54 = 0;
    local_5c = &PTR__SVC_Prefetch_002a1e28;
    local_10 = 0;
    CBaseServer::BroadcastMessage((CBaseServer *)&sv,(INetMessage *)&local_5c,true,false);
  }
  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)