CMapReslistGenerator::OnResourcePrecached
0x0018d3a0 · 106 bytes · __thiscall
_ZN20CMapReslistGenerator19OnResourcePrecachedEPKc.part.36
Decompiled
undefined (2 params)
/* CMapReslistGenerator::OnResourcePrecached(char const*) [clone .part.36] */
void __thiscall CMapReslistGenerator::OnResourcePrecached(CMapReslistGenerator *this,char *param_1)
{
CMapReslistGenerator *in_EAX;
int iVar1;
int in_GS_OFFSET;
char local_1010 [4096];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = (**(code **)(*g_pFileSystem + 0x88))(g_pFileSystem);
if (iVar1 != 0) {
OnResourcePrecachedFullPath(in_EAX,local_1010);
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.