L L4D2node

WaveTrace

0x004b22d0 · 205 bytes · __cdecl

_Z9WaveTracePKcS0_

Decompiled

undefined (2 params)

/* WaveTrace(char const*, char const*) */

void WaveTrace(char *param_1,char *param_2)

{
  int iVar1;
  char local_2c [30];
  short local_e [3];
  
  if (WaveTrace(char_const*,char_const*)::s_WaveTrace == '\0') {
    iVar1 = __cxa_guard_acquire(&WaveTrace(char_const*,char_const*)::s_WaveTrace);
    if (iVar1 != 0) {
                    /* try { // try from 004b233f to 004b2343 has its CatchHandler @ 004b23a6 */
      CUtlSymbolTable::CUtlSymbolTable
                ((CUtlSymbolTable *)WaveTrace(char_const*,char_const*)::s_WaveTrace,0,0x10,false);
      __cxa_guard_release(&WaveTrace(char_const*,char_const*)::s_WaveTrace);
      __cxa_atexit(CUtlSymbolTable::~CUtlSymbolTable,WaveTrace(char_const*,char_const*)::s_WaveTrace
                   ,&__dso_handle);
    }
  }
  CUtlSymbolTable::Find((char *)local_e);
  if (local_e[0] != -1) {
    return;
  }
  DevMsg("%s directly referenced wave %s (should use game_sounds.txt system instead)\n",param_2,
         param_1);
  CUtlSymbolTable::AddString(local_2c);
  return;
}

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)