CMapReslistGenerator::OnModelPrecached
0x0018d630 · 265 bytes · __thiscall
_ZN20CMapReslistGenerator16OnModelPrecachedEPKc
Decompiled
undefined (2 params)
/* CMapReslistGenerator::OnModelPrecached(char const*) */
void __thiscall CMapReslistGenerator::OnModelPrecached(CMapReslistGenerator *this,char *param_1)
{
char *pcVar1;
int iVar2;
int in_GS_OFFSET;
char local_1010 [4096];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if (this[1] != (CMapReslistGenerator)0x0) {
pcVar1 = strstr(param_1,".vmt");
if (pcVar1 == (char *)0x0) {
OnResourcePrecached(this,param_1);
}
else {
iVar2 = V_strnicmp(param_1,"materials",9);
if (iVar2 == 0) {
V_strncpy(local_1010,param_1,0x1000);
}
else {
V_snprintf(local_1010,0x1000,"materials\\%s",param_1);
}
OnResourcePrecached(this,local_1010);
pcVar1 = strstr(local_1010,".vmt");
if (pcVar1 != (char *)0x0) {
V_strncpy(pcVar1,".vtf",5);
OnResourcePrecached(this,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.