CTeamplayRules::Precache
0x004d0d90 · 56 bytes · __cdecl
_ZN14CTeamplayRules8PrecacheEv
Decompiled
undefined (0 params)
/* CTeamplayRules::Precache() */
void CTeamplayRules::Precache(void)
{
int *piVar1;
int iVar2;
int iVar3;
CGameRules::Precache();
iVar3 = 0;
while( true ) {
iVar2 = GetNumberOfTeams();
if (iVar2 <= iVar3) break;
piVar1 = (int *)GetGlobalTeam(iVar3);
(**(code **)(*piVar1 + 0x6c))(piVar1);
iVar3 = iVar3 + 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.