L L4D2node

PrecachePhysicsSoundByStringIndex

0x00491af0 · 47 bytes · __regparm3

_ZL33PrecachePhysicsSoundByStringIndexi

Decompiled

undefined (1 param)

/* PrecachePhysicsSoundByStringIndex(int) */

undefined4 __regparm3 PrecachePhysicsSoundByStringIndex(int param_1)

{
  char *pcVar1;
  undefined4 uVar2;
  
  if (param_1 != 0) {
    pcVar1 = (char *)(**(code **)(*physprops + 0x1c))(physprops,param_1 & 0xffff);
    uVar2 = CBaseEntity::PrecacheScriptSound(pcVar1);
    return uVar2;
  }
  return 0xffffffff;
}

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)