L L4D2node

ClearModelSoundsCache

0x006169e0 · 69 bytes · unknown

_Z21ClearModelSoundsCachev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ClearModelSoundsCache() */

void ClearModelSoundsCache(void)

{
  char cVar1;
  CUtlCachedFileData<CModelSoundsCache> *in_stack_00000004;
  CUtlCachedFileData<CModelSoundsCache> *this;
  
  this = engine;
  cVar1 = (**(code **)(*(int *)engine + 500))();
  if (cVar1 != '\0') {
    return;
  }
  if ((g_ModelSoundsCache[100] & 0x10) != 0) {
    CUtlCachedFileData<CModelSoundsCache>::Shutdown(this);
    if ((g_ModelSoundsCache[100] & 0x10) != 0) {
      return;
    }
  }
  CUtlCachedFileData<CModelSoundsCache>::Init(in_stack_00000004);
  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)