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 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.