ModelSoundsCacheInit
0x00616a30 · 54 bytes · unknown
_Z20ModelSoundsCacheInitv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ModelSoundsCacheInit() */
void ModelSoundsCacheInit(void)
{
char cVar1;
CUtlCachedFileData<CModelSoundsCache> *in_stack_00000004;
cVar1 = (**(code **)(*engine + 500))(engine);
if ((cVar1 == '\0') && ((g_ModelSoundsCache[100] >> 4 & 1) == 0)) {
CUtlCachedFileData<CModelSoundsCache>::Init(in_stack_00000004);
return;
}
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.