CEntityDissolve::Precache
0x00677980 · 96 bytes · __thiscall
_ZN15CEntityDissolve8PrecacheEv
Decompiled
undefined (1 param)
/* CEntityDissolve::Precache() */
void __thiscall CEntityDissolve::Precache(CEntityDissolve *this)
{
char *pcVar1;
char *local_10;
(**(code **)(*(int *)this + 0x20))(&local_10,this);
if (local_10 != (char *)0x0) {
(**(code **)(*(int *)this + 0x20))(&local_10,this);
pcVar1 = "";
if (local_10 != (char *)0x0) {
pcVar1 = local_10;
}
CBaseEntity::PrecacheModel(pcVar1);
return;
}
CBaseEntity::PrecacheModel("sprites/blueglow1.vmt");
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.