CBaseEntity::PrecacheModel
0x00616460 · 139 bytes · __cdecl
_ZN11CBaseEntity13PrecacheModelEPKc
Decompiled
undefined (1 param)
/* CBaseEntity::PrecacheModel(char const*) */
int CBaseEntity::PrecacheModel(char *param_1)
{
char cVar1;
int iVar2;
int iVar3;
if ((param_1 == (char *)0x0) || (*param_1 == '\0')) {
Msg("Attempting to precache model, but model name is NULL\n");
iVar3 = -1;
}
else {
cVar1 = IsPrecacheAllowed();
if (cVar1 == '\0') {
cVar1 = (**(code **)(*engine + 0x24))(engine,param_1);
if (cVar1 == '\0') {
Warning("Late precache of %s\n",param_1);
}
}
iVar2 = (**(code **)(*engine + 0x14))(engine,param_1,1);
iVar3 = -1;
if (iVar2 != -1) {
PrecacheModelComponents(iVar2);
iVar3 = iVar2;
}
}
return iVar3;
}
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.