CTankRock::Precache
0x004dd4a0 · 124 bytes · __thiscall
_ZN9CTankRock8PrecacheEv
Decompiled
undefined (1 param)
/* CTankRock::Precache() */
void __thiscall CTankRock::Precache(CTankRock *this)
{
undefined *puVar1;
int iVar2;
code *pcVar3;
int *piVar4;
int iVar5;
int *piVar6;
int aiStack_34 [9];
iVar5 = 0;
piVar4 = aiStack_34 + 2;
do {
piVar6 = piVar4;
*piVar6 = (int)(&PTR_s_models_props_debris_concrete_chu_00f1b0b0)[iVar5 * 2];
piVar6[-1] = 0x4dd4c0;
CBaseEntity::PrecacheModel((char *)*piVar6);
puVar1 = (&PTR_s_models_props_debris_concrete_chu_00f1b0b0)[iVar5 * 2];
iVar5 = iVar5 + 1;
iVar2 = *(int *)this;
*piVar6 = (int)this;
piVar6[1] = (int)puVar1;
pcVar3 = *(code **)(iVar2 + 0x70);
piVar6[-1] = 0x4dd4d6;
(*pcVar3)();
iVar2 = *(int *)this;
piVar6[1] = (int)this;
*piVar6 = (int)(aiStack_34 + 5);
pcVar3 = *(code **)(iVar2 + 0x20);
piVar6[-1] = 0x4dd4e2;
(*pcVar3)();
piVar6[-1] = aiStack_34[5];
piVar6[-2] = 0x4dd4f0;
PropBreakablePrecacheAll();
piVar4 = piVar6 + -1;
} while (iVar5 != 2);
piVar6[-1] = (int)"HulkZombie.ThrownProjectileHit";
piVar6[-2] = 0x4dd501;
CBaseEntity::PrecacheScriptSound((char *)piVar6[-1]);
piVar6[-1] = (int)"HulkZombie.Throw.FlyLoop";
piVar6[-2] = 0x4dd50d;
CBaseEntity::PrecacheScriptSound((char *)piVar6[-1]);
CBaseCSGrenadeProjectile::Precache((CBaseCSGrenadeProjectile *)this);
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.