CBreakableProp::Precache
0x007fd110 · 93 bytes · __thiscall
_ZN14CBreakableProp8PrecacheEv
Decompiled
undefined (1 param)
/* CBreakableProp::Precache() */
void __thiscall CBreakableProp::Precache(CBreakableProp *this)
{
undefined4 uVar1;
undefined4 local_10 [2];
(**(code **)(*(int *)this + 0x20))(local_10,this);
uVar1 = PropBreakablePrecacheAll(local_10[0]);
*(undefined4 *)(this + 0x14a0) = uVar1;
if (*(char **)(this + 0x1544) != (char *)0x0) {
CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x1544));
}
if (*(char **)(this + 0x1538) != (char *)0x0) {
CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x1538));
}
CBaseProp::Precache((CBaseProp *)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.