CModelSoundsCache::PrecacheSoundList
0x00469640 · 71 bytes · __thiscall
_ZN17CModelSoundsCache17PrecacheSoundListEv
Decompiled
undefined (1 param)
/* CModelSoundsCache::PrecacheSoundList() */
void __thiscall CModelSoundsCache::PrecacheSoundList(CModelSoundsCache *this)
{
int iVar1;
char *pcVar2;
int iVar3;
iVar3 = 0;
if (0 < *(int *)(this + 0x10)) {
do {
iVar1 = iVar3 * 2;
iVar3 = iVar3 + 1;
pcVar2 = (char *)(**(code **)(*soundemitterbase + 0x28))
(soundemitterbase,*(undefined2 *)(*(int *)(this + 4) + iVar1));
ModelSoundsCache_PrecacheScriptSound(pcVar2);
} while (iVar3 < *(int *)(this + 0x10));
}
return;
}
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.