L L4D2node

CModelSoundsCacheSaver::LevelInitPostEntity

0x0061c170 · 27 bytes · __cdecl

_ZN22CModelSoundsCacheSaver19LevelInitPostEntityEv

Decompiled

undefined (0 params)

/* CModelSoundsCacheSaver::LevelInitPostEntity() */

void CModelSoundsCacheSaver::LevelInitPostEntity(void)

{
  if ((g_ModelSoundsCache[100] & 8) == 0) {
    return;
  }
  CUtlCachedFileData<CModelSoundsCache>::Save
            ((CUtlCachedFileData<CModelSoundsCache> *)g_ModelSoundsCache);
  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)