CGameServer::PrecacheGeneric
0x0020a680 · 225 bytes · __thiscall
_ZN11CGameServer15PrecacheGenericEPKci
Decompiled
undefined (3 params)
/* CGameServer::PrecacheGeneric(char const*, int) */
int __thiscall CGameServer::PrecacheGeneric(CGameServer *this,char *param_1,int param_2)
{
int *piVar1;
int iVar2;
CMapReslistGenerator *this_00;
byte *pbVar3;
byte local_1d [13];
piVar1 = *(int **)(this + 0x2d36c);
if ((piVar1 != (int *)0x0) &&
(iVar2 = (**(code **)(*piVar1 + 0x24))(piVar1,1,param_1,0xffffffff,0), iVar2 != 0xffff)) {
this_00 = (CMapReslistGenerator *)MapReslistGenerator();
CMapReslistGenerator::OnResourcePrecached(this_00,param_1);
pbVar3 = (byte *)(**(code **)(**(int **)(this + 0x2d36c) + 0x30))
(*(int **)(this + 0x2d36c),iVar2,0);
if (pbVar3 == (byte *)0x0) {
local_1d[0] = (byte)param_2 & 3;
}
else {
local_1d[0] = *pbVar3 & 0xfc | (*pbVar3 | (byte)param_2) & 3;
}
(**(code **)(**(int **)(this + 0x2d36c) + 0x2c))(*(int **)(this + 0x2d36c),iVar2,1,local_1d);
CPrecacheItem::SetGeneric((CPrecacheItem *)(this + iVar2 * 8 + 0x4264),param_1);
return iVar2;
}
return -1;
}
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.