CSceneEntity::PrecacheScene
0x008154a0 · 313 bytes · __thiscall
_ZN12CSceneEntity13PrecacheSceneEP12CChoreoScene
Decompiled
undefined (2 params)
/* CSceneEntity::PrecacheScene(CChoreoScene*) */
void __thiscall CSceneEntity::PrecacheScene(CSceneEntity *this,CChoreoScene *param_1)
{
char cVar1;
int iVar2;
CChoreoEvent *this_00;
char *pcVar3;
CChoreoScene *this_01;
int iVar4;
int in_GS_OFFSET;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
for (iVar4 = 0; iVar2 = CChoreoScene::GetNumEvents(param_1), iVar4 < iVar2; iVar4 = iVar4 + 1) {
this_00 = (CChoreoEvent *)CChoreoScene::GetEvent(param_1,iVar4);
if (this_00 != (CChoreoEvent *)0x0) {
iVar2 = CChoreoEvent::GetType(this_00);
if (iVar2 == 5) {
pcVar3 = (char *)CChoreoEvent::GetParameters(this_00);
CBaseEntity::PrecacheScriptSound(pcVar3);
iVar2 = CChoreoEvent::GetCloseCaptionType(this_00);
if (((iVar2 == 0) && (iVar2 = CChoreoEvent::GetNumSlaves(this_00), 0 < iVar2)) &&
(cVar1 = CChoreoEvent::GetPlaybackCloseCaptionToken(this_00,local_60,0x40), cVar1 != '\0'
)) {
CBaseEntity::PrecacheScriptSound(local_60);
}
}
else if (((iVar2 == 0xb) && (cVar1 = CChoreoScene::IsSubScene(param_1), cVar1 == '\0')) &&
(iVar2 = CChoreoEvent::GetSubScene(this_00), iVar2 == 0)) {
pcVar3 = (char *)CChoreoEvent::GetParameters(this_00);
this_01 = (CChoreoScene *)LoadScene(pcVar3,(IChoreoEventCallback *)(this + 0x440));
CChoreoScene::SetSubScene(this_01,true);
CChoreoEvent::SetSubScene(this_00,this_01);
PrecacheScene(this,this_01);
}
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.