CPointCommentaryNode::Precache
0x0064bfd0 · 138 bytes · __thiscall
_ZN20CPointCommentaryNode8PrecacheEv
Decompiled
undefined (1 param)
/* CPointCommentaryNode::Precache() */
void __thiscall CPointCommentaryNode::Precache(CPointCommentaryNode *this)
{
undefined4 uVar1;
undefined1 *puVar2;
char *local_10;
(**(code **)(*(int *)this + 0x20))(&local_10,this);
if (local_10 == (char *)0x0) {
local_10 = "";
}
CBaseEntity::PrecacheModel(local_10);
if (*(char **)(this + 0x13fc) == (char *)0x0) {
uVar1 = CBaseEntity::GetDebugName((CBaseEntity *)this);
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x7c);
}
Warning("%s: %s has no commentary file.\n",puVar2,uVar1);
}
else {
CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x13fc));
}
if (*(char **)(this + 0x1400) != (char *)0x0) {
CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x1400));
}
CBaseAnimating::Precache();
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.