CPrecacheItem::CPrecacheItem
0x001d6580 · 21 bytes · __thiscall
_ZN13CPrecacheItemC2Ev
Decompiled
undefined (1 param)
/* CPrecacheItem::CPrecacheItem() */
void __thiscall CPrecacheItem::CPrecacheItem(CPrecacheItem *this)
{
*this = (CPrecacheItem)((byte)*this & 0xf8);
*(undefined4 *)(this + 4) = 0;
*(uint *)this = *(uint *)this & 7;
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.