CEnvSpark::Precache
0x0068ad60 · 111 bytes · __thiscall
_ZN9CEnvSpark8PrecacheEv
Decompiled
undefined (1 param)
/* CEnvSpark::Precache() */
void __thiscall CEnvSpark::Precache(CEnvSpark *this)
{
int *piVar1;
undefined1 uVar2;
char cVar3;
undefined4 uVar4;
uVar2 = (**(code **)(*engine + 0xd8))(engine,0);
uVar4 = CBaseEntity::PrecacheModel("sprites/glow01.vmt");
piVar1 = engine;
*(undefined4 *)(this + 0x444) = uVar4;
(**(code **)(*piVar1 + 0xd8))(piVar1,uVar2);
cVar3 = CBaseEntity::IsPrecacheAllowed();
if (cVar3 == '\0') {
return;
}
CBaseEntity::PrecacheScriptSound("DoSpark");
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.