CEnvParticleScript::Precache
0x00692d00 · 115 bytes · __thiscall
_ZN18CEnvParticleScript8PrecacheEv
Decompiled
undefined (1 param)
/* CEnvParticleScript::Precache() */
void __thiscall CEnvParticleScript::Precache(CEnvParticleScript *this)
{
code *pcVar1;
char *pcVar2;
char *local_20 [4];
CBaseAnimating::Precache();
(**(code **)(*(int *)this + 0x20))(local_20,this);
pcVar2 = local_20[0];
if (local_20[0] == (char *)0x0) {
pcVar2 = "";
}
CBaseEntity::PrecacheModel(pcVar2);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(local_20,this);
pcVar2 = "";
if (local_20[0] != (char *)0x0) {
pcVar2 = local_20[0];
}
(*pcVar1)(this,pcVar2);
PrecacheAnimationEventMaterials(this);
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.