CEnvAirStrikeOutdoorEffect::Precache
0x0066c2c0 · 61 bytes · __thiscall
_ZN26CEnvAirStrikeOutdoorEffect8PrecacheEv
Decompiled
undefined (1 param)
/* CEnvAirStrikeOutdoorEffect::Precache() */
void __thiscall CEnvAirStrikeOutdoorEffect::Precache(CEnvAirStrikeOutdoorEffect *this)
{
char *pcVar1;
char *local_10 [3];
(**(code **)(*(int *)this + 0x20))(local_10,this);
pcVar1 = "";
if (local_10[0] != (char *)0x0) {
pcVar1 = local_10[0];
}
CBaseEntity::PrecacheModel(pcVar1);
CBaseEntity::PrecacheScriptSound("bombing.close_explos");
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.