CPrecacheHandler::PrecachePhysicsSounds
0x00497210 · 807 bytes · __thiscall
_ZN16CPrecacheHandler21PrecachePhysicsSoundsEPKcbP16ResourceList_t__
Decompiled
undefined (4 params)
/* CPrecacheHandler::PrecachePhysicsSounds(char const*, bool, ResourceList_t__*) */
void __thiscall
CPrecacheHandler::PrecachePhysicsSounds
(CPrecacheHandler *this,char *param_1,bool param_2,ResourceList_t__ *param_3)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
if (param_2) {
iVar1 = _V_stricmp(param_1,"BulletSounds");
iVar2 = _V_stricmp(param_1,"StepSounds");
iVar3 = _V_stricmp(param_1,"PhysicsImpactSounds");
for (iVar6 = 0; iVar4 = (**(code **)(*physprops + 0xc))(physprops), iVar6 < iVar4;
iVar6 = iVar6 + 1) {
iVar4 = (**(code **)(*physprops + 0x18))(physprops,iVar6);
if (iVar1 == 0) {
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x3c));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
}
if (iVar2 == 0) {
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x2c));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x2e));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
}
if (iVar3 == 0) {
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x34));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x36));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x38));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x3a));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x3e));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x40));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
uVar5 = (**(code **)(*physprops + 0x1c))(physprops,*(undefined2 *)(iVar4 + 0x42));
(*(code *)**(undefined4 **)this)(this,3,uVar5,1,param_3,0);
}
}
}
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.