CParticleSystem::Precache
0x0076fb40 · 68 bytes · __thiscall
_ZN15CParticleSystem8PrecacheEv
Decompiled
undefined (1 param)
/* CParticleSystem::Precache() */
void __thiscall CParticleSystem::Precache(CParticleSystem *this)
{
char *pcVar1;
undefined1 *puVar2;
pcVar1 = *(char **)(this + 0x444);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
if (*pcVar1 == '\0') {
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x154);
}
Warning("info_particle_system (%s) has no particle system name specified!\n",puVar2);
return;
}
PrecacheParticleSystem(pcVar1);
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.