CBreakableSurface::Precache
0x006b5e50 · 385 bytes · __thiscall
_ZN17CBreakableSurface8PrecacheEv
Decompiled
undefined (1 param)
/* CBreakableSurface::Precache() */
void __thiscall CBreakableSurface::Precache(CBreakableSurface *this)
{
UTIL_PrecacheOther("window_pane",(char *)0x0);
if (*(int *)(this + 0x528) == 1) {
PrecacheMaterial("models/brokentile/tilebroken_03a");
PrecacheMaterial("models/brokentile/tilebroken_03b");
PrecacheMaterial("models/brokentile/tilebroken_03c");
PrecacheMaterial("models/brokentile/tilebroken_03d");
PrecacheMaterial("models/brokentile/tilebroken_02a");
PrecacheMaterial("models/brokentile/tilebroken_02b");
PrecacheMaterial("models/brokentile/tilebroken_02c");
PrecacheMaterial("models/brokentile/tilebroken_02d");
PrecacheMaterial("models/brokentile/tilebroken_01a");
PrecacheMaterial("models/brokentile/tilebroken_01b");
PrecacheMaterial("models/brokentile/tilebroken_01c");
PrecacheMaterial("models/brokentile/tilebroken_01d");
}
else {
PrecacheMaterial("models/brokenglass/glassbroken_solid");
PrecacheMaterial("models/brokenglass/glassbroken_01a");
PrecacheMaterial("models/brokenglass/glassbroken_01b");
PrecacheMaterial("models/brokenglass/glassbroken_01c");
PrecacheMaterial("models/brokenglass/glassbroken_01d");
PrecacheMaterial("models/brokenglass/glassbroken_02a");
PrecacheMaterial("models/brokenglass/glassbroken_02b");
PrecacheMaterial("models/brokenglass/glassbroken_02c");
PrecacheMaterial("models/brokenglass/glassbroken_02d");
PrecacheMaterial("models/brokenglass/glassbroken_03a");
PrecacheMaterial("models/brokenglass/glassbroken_03b");
PrecacheMaterial("models/brokenglass/glassbroken_03c");
PrecacheMaterial("models/brokenglass/glassbroken_03d");
}
PrecacheEffect("GlassImpact");
PrecacheEffect("Impact");
CBreakable::Precache((CBreakable *)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.