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 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.