PrecacheStandardParticleSystems
0x00471eb0 · 97 bytes · unknown
_Z31PrecacheStandardParticleSystemsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* PrecacheStandardParticleSystems() */
void PrecacheStandardParticleSystems(void)
{
char cVar1;
int iVar2;
char *pcVar3;
CParticleSystemDefinition *this;
int iVar4;
iVar4 = 0;
while( true ) {
iVar2 = CParticleSystemMgr::GetParticleSystemCount((CParticleSystemMgr *)g_pParticleSystemMgr);
if (iVar2 <= iVar4) break;
pcVar3 = (char *)CParticleSystemMgr::GetParticleSystemNameFromIndex
((CParticleSystemMgr *)g_pParticleSystemMgr,iVar4);
this = (CParticleSystemDefinition *)CParticleSystemMgr::FindParticleSystem(g_pParticleSystemMgr)
;
cVar1 = CParticleSystemDefinition::ShouldAlwaysPrecache(this);
if (cVar1 != '\0') {
PrecacheParticleSystem(pcVar3);
}
iVar4 = iVar4 + 1;
}
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.