L L4D2node

Music::PrecacheMusic

0x008ec320 · 195 bytes · __cdecl

_ZN5Music13PrecacheMusicEv

Decompiled

undefined (0 params)

/* Music::PrecacheMusic() */

void Music::PrecacheMusic(void)

{
  char cVar1;
  KeyValues *this;
  IBaseFileSystem *pIVar2;
  int iVar3;
  char *pcVar4;
  uint in_stack_ffffffe8;
  
  COM_TimestampedLog("Music::Precache - Start");
  this = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffe8);
                    /* try { // try from 008ec35d to 008ec361 has its CatchHandler @ 008ec3eb */
  KeyValues::KeyValues(this,"game_sounds_music.txt",(IKeyValuesSystem *)0x0,false);
  pIVar2 = (IBaseFileSystem *)0x0;
  if (filesystem != 0) {
    pIVar2 = (IBaseFileSystem *)(filesystem + 4);
  }
  cVar1 = KeyValues::LoadFromFile(this,pIVar2,"scripts/game_sounds_music.txt",(char *)0x0);
  if (cVar1 != '\0') {
    for (; this != (KeyValues *)0x0; this = (KeyValues *)KeyValues::GetNextKey(this)) {
      do {
        iVar3 = KeyValues::GetFirstSubKey(this);
      } while (iVar3 == 0);
      pcVar4 = (char *)KeyValues::GetName(this);
      PrecacheMusicEvent(pcVar4);
    }
  }
  KeyValues::deleteThis();
  COM_TimestampedLog("Music::Precache - Finish");
  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)