CFuncRotating::Precache
0x00630c10 · 170 bytes · __thiscall
_ZN13CFuncRotating8PrecacheEv
Decompiled
undefined (1 param)
/* CFuncRotating::Precache() */
void __thiscall CFuncRotating::Precache(CFuncRotating *this)
{
char *pcVar1;
char *local_10 [2];
pcVar1 = *(char **)(this + 0x464);
if ((pcVar1 == (char *)0x0) || (*pcVar1 == '\0')) {
AllocPooledString((char *)local_10);
*(char **)(this + 0x464) = local_10[0];
pcVar1 = "";
if (local_10[0] != (char *)0x0) {
pcVar1 = local_10[0];
}
}
CBaseEntity::PrecacheScriptSound(pcVar1);
if (((vec3_angle == *(float *)(this + 0x280)) && (DAT_01053d40 == *(float *)(this + 0x284))) &&
(DAT_01053d44 == *(float *)(this + 0x288))) {
return;
}
*(code **)(this + 0x14) = SpinUpMove;
*(undefined4 *)(this + 0x18) = 0;
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,1.5);
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.