L L4D2node

CEnvSoundscape::Precache

0x0082e0c0 · 117 bytes · __thiscall

_ZN14CEnvSoundscape8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvSoundscape::Precache() */

void __thiscall CEnvSoundscape::Precache(CEnvSoundscape *this)

{
  char cVar1;
  int iVar2;
  undefined1 *puVar3;
  
  if (*(char **)(this + 0x45c) != (char *)0x0) {
    iVar2 = CSoundscapeSystem::GetSoundscapeIndex
                      ((CSoundscapeSystem *)g_SoundscapeSystem,*(char **)(this + 0x45c));
    *(int *)(this + 0x460) = iVar2;
    cVar1 = CSoundscapeSystem::IsValidIndex((CSoundscapeSystem *)g_SoundscapeSystem,iVar2);
    if (cVar1 == '\0') {
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x45c) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(this + 0x45c);
      }
      DevWarning("Can\'t find soundscape: %s\n",puVar3);
    }
    return;
  }
  DevMsg("Found soundscape entity with no soundscape name.\n");
  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)