ClientPrecache
0x00642b30 · 496 bytes · unknown
_Z14ClientPrecachev
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ClientPrecache() */
void ClientPrecache(void)
{
char cVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
char local_114 [260];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
ClientGamePrecache();
cVar1 = (**(code **)(*engine + 0x1f8))(engine);
if (cVar1 == '\0') {
iVar3 = 0;
do {
V_snprintf(local_114,0x104,"cfg/cpu_level_%d_pc.ekv",iVar3);
(**(code **)(*engine + 0x150))(engine,local_114);
iVar2 = iVar3 + 1;
V_snprintf(local_114,0x104,"cfg/cpu_level_%d_pc_ss.ekv",iVar3);
(**(code **)(*engine + 0x150))(engine,local_114);
iVar3 = iVar2;
} while (iVar2 != 3);
iVar3 = 0;
do {
iVar2 = iVar3 + 1;
V_snprintf(local_114,0x104,"cfg/gpu_level_%d_pc.ekv",iVar3);
(**(code **)(*engine + 0x150))(engine,local_114);
iVar3 = iVar2;
} while (iVar2 != 4);
iVar3 = 0;
do {
iVar2 = iVar3 + 1;
V_snprintf(local_114,0x104,"cfg/mem_level_%d_pc.ekv",iVar3);
(**(code **)(*engine + 0x150))(engine,local_114);
iVar3 = iVar2;
} while (iVar2 != 3);
iVar3 = 0;
do {
iVar2 = iVar3 + 1;
V_snprintf(local_114,0x104,"cfg/gpu_mem_level_%d_pc.ekv",iVar3);
(**(code **)(*engine + 0x150))(engine,local_114);
iVar3 = iVar2;
} while (iVar2 != 3);
}
else {
(**(code **)(*engine + 0x150))(engine,"cfg/mem_level_360.ekv");
(**(code **)(*engine + 0x150))(engine,"cfg/gpu_mem_level_360.ekv");
(**(code **)(*engine + 0x150))(engine,"cfg/gpu_level_360.ekv");
(**(code **)(*engine + 0x150))(engine,"cfg/cpu_level_360.ekv");
(**(code **)(*engine + 0x150))(engine,"cfg/cpu_level_360_ss.ekv");
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.