PrecacheTransitionedWeaponSpawnModels
0x00863ae0 · 88 bytes · unknown
_Z37PrecacheTransitionedWeaponSpawnModelsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* PrecacheTransitionedWeaponSpawnModels() */
void PrecacheTransitionedWeaponSpawnModels(void)
{
int iVar1;
char *pcVar2;
int iVar3;
iVar3 = 0;
if (0 < DAT_00ffc7f8) {
do {
iVar1 = *(int *)(g_SavedWeaponSpawns + iVar3 * 4);
if (iVar1 != 0) {
pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(iVar1 + 4),"model","");
CBaseEntity::PrecacheModel(pcVar2);
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_00ffc7f8);
}
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.