CBaseCombatCharacter::Precache
0x005f88b0 · 649 bytes · __thiscall
_ZN20CBaseCombatCharacter8PrecacheEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseCombatCharacter::Precache() */
void __thiscall CBaseCombatCharacter::Precache(CBaseCombatCharacter *this)
{
uint uVar1;
char cVar2;
undefined *puVar3;
int iVar4;
int iVar5;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (___atan2f_finite == 0) {
local_20 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/basecombatcharacter.cpp",
0x2fd,&Precache()::tm_fmt,"(%s)%s","Unaccounted","CBaseCombatCharacter::Precache");
local_20 = ___atan2f_finite;
}
iVar4 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 005f8a96 to 005f8ae4 has its CatchHandler @ 005f8b6c */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar5 = ThreadGetCurrentId(), iVar4 == iVar5)) {
if ((char *)*_DAT_0105d15c != "CBaseCombatCharacter::Precache") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc5b520,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
/* try { // try from 005f8967 to 005f89d2 has its CatchHandler @ 005f8b4b */
CBaseAnimating::Precache();
CBaseEntity::PrecacheScriptSound("BaseCombatCharacter.CorpseGib");
CBaseEntity::PrecacheScriptSound("BaseCombatCharacter.StopWeaponSounds");
CBaseEntity::PrecacheScriptSound("BaseCombatCharacter.AmmoPickup");
iVar4 = *(int *)(this + 0x1854) + -1;
iVar5 = iVar4 * 0x10;
if (-1 < iVar4) {
do {
while( true ) {
uVar1 = *(uint *)(*(int *)(this + 0x1848) + iVar5);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))) break;
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -0x10;
if (iVar4 == -1) goto LAB_005f8a38;
}
if (((uint *)(*(int *)(this + 0x1848) + iVar5))[1] == 0) {
DevMsg(2,"Removing relationship for lost entity\n");
CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::FastRemove
((CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>> *)(this + 0x1848),
iVar4);
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -0x10;
} while (iVar4 != -1);
}
LAB_005f8a38:
iVar4 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar5 = ThreadGetCurrentId(), iVar4 == iVar5)) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
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.