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 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.