L L4D2node

CBaseEntity::PrecacheSound

0x004b2d60 · 123 bytes · __cdecl

_ZN11CBaseEntity13PrecacheSoundEPKc

Decompiled

undefined (1 param)

/* CBaseEntity::PrecacheSound(char const*) */

void CBaseEntity::PrecacheSound(char *param_1)

{
  char cVar1;
  
  if (g_bPermitDirectSoundPrecache == '\0') {
    Warning("Direct precache of %s\n",param_1);
  }
  cVar1 = IsPrecacheAllowed();
  if (cVar1 == '\0') {
    cVar1 = (**(code **)(*enginesound + 4))(enginesound,param_1);
    if (cVar1 == '\0') {
      Warning("Late precache of %s\n",param_1);
    }
  }
  (**(code **)*enginesound)(enginesound,param_1,1,0);
  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)