CBaseEntity::PrefetchScriptSound
0x004b2b50 · 274 bytes · __cdecl
_ZN11CBaseEntity19PrefetchScriptSoundEPKc
Decompiled
undefined (1 param)
/* CBaseEntity::PrefetchScriptSound(char const*) */
void CBaseEntity::PrefetchScriptSound(char *param_1)
{
char cVar1;
ushort uVar2;
undefined4 uVar3;
int iVar4;
undefined4 *puVar5;
undefined4 *puVar6;
uint uVar7;
uVar3 = (**(code **)(*soundemitterbase + 0x1c))(soundemitterbase,param_1);
cVar1 = (**(code **)(*soundemitterbase + 0x20))(soundemitterbase,uVar3);
if (cVar1 == '\0') {
iVar4 = V_stristr(param_1,".wav");
if ((iVar4 != 0) || (iVar4 = _V_strstr(param_1,".mp3"), iVar4 != 0)) {
(**(code **)(*enginesound + 8))(enginesound,param_1);
}
}
else {
puVar5 = (undefined4 *)(**(code **)(*soundemitterbase + 0x58))(soundemitterbase,uVar3);
if (puVar5 != (undefined4 *)0x0) {
uVar2 = *(ushort *)(puVar5 + 2);
if (uVar2 == 0) {
uVar3 = (**(code **)(*soundemitterbase + 0x28))(soundemitterbase,uVar3);
DevMsg("CSoundEmitterSystem: sounds.txt entry \'%s\' has no waves listed under \'wave\' or \'rndwave\' key!!!\n"
,uVar3);
}
else {
uVar7 = (uint)uVar2;
iVar4 = 0;
while( true ) {
puVar6 = puVar5;
if (uVar2 != 1) {
puVar6 = (undefined4 *)*puVar5;
}
uVar3 = (**(code **)(*soundemitterbase + 0x30))(soundemitterbase,puVar6 + iVar4);
(**(code **)(*enginesound + 8))(enginesound,uVar3);
if (iVar4 == uVar7 - 1) break;
uVar2 = *(ushort *)(puVar5 + 2);
iVar4 = iVar4 + 1;
}
}
}
}
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.