CSceneEntity::Precache
0x008199c0 · 82 bytes · __thiscall
_ZN12CSceneEntity8PrecacheEv
Decompiled
undefined (1 param)
/* CSceneEntity::Precache() */
void __thiscall CSceneEntity::Precache(CSceneEntity *this)
{
char *pcVar1;
if ((this[0x6f9] == (CSceneEntity)0x0) && (*(char **)(this + 0x444) != (char *)0x0)) {
pcVar1 = *(char **)(this + 0x444);
if (*(char **)(this + 0x448) != (char *)0x0) {
PrecacheInstancedScene(*(char **)(this + 0x448));
pcVar1 = "";
if (*(char **)(this + 0x444) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x444);
}
}
PrecacheInstancedScene(pcVar1);
return;
}
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.