CGameServer::PrecacheSound
0x0020a3e0 · 439 bytes · __thiscall
_ZN11CGameServer13PrecacheSoundEPKci
Decompiled
undefined (3 params)
/* CGameServer::PrecacheSound(char const*, int) */
int __thiscall CGameServer::PrecacheSound(CGameServer *this,char *param_1,int param_2)
{
char cVar1;
int *piVar2;
int iVar3;
int iVar4;
char *pcVar5;
CMapReslistGenerator *this_00;
byte *pbVar6;
int iVar7;
byte local_1d [13];
piVar2 = *(int **)(this + 0x2d368);
if (piVar2 != (int *)0x0) {
iVar3 = (**(code **)(*piVar2 + 0x10))(piVar2);
iVar4 = (**(code **)(**(int **)(this + 0x2d368) + 0x24))
(*(int **)(this + 0x2d368),1,param_1,0xffffffff,0);
if (iVar4 != 0xffff) {
if ((*(int *)(sv_showprecachedsounds._28_4_ + 0x30) != 0) &&
(iVar7 = (**(code **)(**(int **)(this + 0x2d368) + 0x10))(*(int **)(this + 0x2d368)),
iVar3 < iVar7)) {
DevMsg("PrecacheSound: %d: %s\n",iVar4,param_1);
}
iVar3 = MapReslistGenerator();
if ((*(char *)(iVar3 + 1) != '\0') && (cVar1 = *param_1, pcVar5 = param_1, cVar1 != '\0')) {
while (((cVar1 == '!' ||
((((byte)(cVar1 - 0x23U) < 2 || ((byte)(cVar1 - 0x28U) < 3)) ||
((byte)(cVar1 - 0x3eU) < 3)))) ||
(((cVar1 == '<' || (cVar1 == '^')) || (cVar1 == '}'))))) {
cVar1 = pcVar5[1];
pcVar5 = pcVar5 + 1;
}
pcVar5 = (char *)va("sound/%s",pcVar5);
this_00 = (CMapReslistGenerator *)MapReslistGenerator();
CMapReslistGenerator::OnResourcePrecached(this_00,pcVar5);
}
pbVar6 = (byte *)(**(code **)(**(int **)(this + 0x2d368) + 0x30))
(*(int **)(this + 0x2d368),iVar4,0);
if (pbVar6 == (byte *)0x0) {
local_1d[0] = (byte)param_2 & 3;
}
else {
local_1d[0] = *pbVar6 & 0xfc | (*pbVar6 | (byte)param_2) & 3;
}
(**(code **)(**(int **)(this + 0x2d368) + 0x2c))(*(int **)(this + 0x2d368),iVar4,1,local_1d);
CPrecacheItem::SetName((CPrecacheItem *)(this + iVar4 * 8 + 0x5264),param_1);
return iVar4;
}
}
return -1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.