CFire::Precache
0x0069db30 · 222 bytes · __thiscall
_ZN5CFire8PrecacheEv
Decompiled
undefined (1 param)
/* CFire::Precache() */
void __thiscall CFire::Precache(CFire *this)
{
int iVar1;
iVar1 = *(int *)(this + 0x448);
if (iVar1 == 0) {
UTIL_PrecacheOther("_firesmoke",(char *)0x0);
if (((byte)this[0x148] & 2) == 0) {
PrecacheParticleSystem("env_fire_tiny_smoke");
PrecacheParticleSystem("env_fire_small_smoke");
PrecacheParticleSystem("env_fire_medium_smoke");
PrecacheParticleSystem("env_fire_large_smoke");
iVar1 = *(int *)(this + 0x448);
}
else {
PrecacheParticleSystem("env_fire_tiny");
PrecacheParticleSystem("env_fire_small");
PrecacheParticleSystem("env_fire_medium");
PrecacheParticleSystem("env_fire_large");
iVar1 = *(int *)(this + 0x448);
}
}
if (iVar1 == 1) {
UTIL_PrecacheOther("_plasma",(char *)0x0);
}
CBaseEntity::PrecacheScriptSound("Fire.Plasma");
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.