L L4D2node

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 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)