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 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.