CPhysics2Prop::Precache
0x00802f30 · 272 bytes · __thiscall
_ZN13CPhysics2Prop8PrecacheEv
Decompiled
undefined (1 param)
/* CPhysics2Prop::Precache() */
void __thiscall CPhysics2Prop::Precache(CPhysics2Prop *this)
{
char *pcVar1;
undefined1 *puVar2;
double dVar3;
double dVar4;
char *local_10;
(**(code **)(*(int *)this + 0x20))(&local_10,this);
if (local_10 != (char *)0x0) {
(**(code **)(*(int *)this + 0x20))(&local_10,this);
pcVar1 = "";
if (local_10 != (char *)0x0) {
pcVar1 = local_10;
}
CBaseEntity::PrecacheModel(pcVar1);
return;
}
if (((byte)this[0x14d] & 8) == 0) {
dVar4 = (double)*(float *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar4 = (double)*(float *)(this + 0x2e8);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar3 = (double)*(float *)(this + 0x2e4);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
goto LAB_00802f9f;
}
}
dVar3 = (double)*(float *)(this + 0x2e4);
LAB_00802f9f:
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x7c);
}
Msg("%s at (%.3f, %.3f, %.3f) has no model name!\n",puVar2,(double)*(float *)(this + 0x2e0),dVar3,
dVar4);
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.