CStaticPropMgr::PrecacheLighting
0x001e61f0 · 88 bytes · __thiscall
_ZN14CStaticPropMgr16PrecacheLightingEv
Decompiled
undefined (1 param)
/* CStaticPropMgr::PrecacheLighting() */
void __thiscall CStaticPropMgr::PrecacheLighting(CStaticPropMgr *this)
{
int iVar1;
int *piVar2;
int iVar3;
COM_TimestampedLog("CStaticPropMgr::PrecacheLighting - start");
iVar1 = *(int *)(this + 0x2c);
if (0 < iVar1) {
iVar3 = 0;
do {
piVar2 = g_pMDLCache;
iVar3 = iVar3 + 1;
(**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
(**(code **)(*piVar2 + 0x6c))(piVar2);
} while (iVar3 != iVar1);
}
COM_TimestampedLog();
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.