CInferno::Precache
0x008c6750 · 197 bytes · __thiscall
_ZN8CInferno8PrecacheEv
Decompiled
undefined (1 param)
/* CInferno::Precache() */
void __thiscall CInferno::Precache(CInferno *this)
{
int iVar1;
char *pcVar2;
CBaseEntity::PrecacheScriptSound("Inferno.Start");
CBaseEntity::PrecacheScriptSound("Inferno.StartSweeten");
CBaseEntity::PrecacheScriptSound("Inferno.Loop");
CBaseEntity::PrecacheScriptSound("Inferno.Fire.Ignite");
CBaseEntity::PrecacheScriptSound("Inferno.FadeOut");
CBaseEntity::PrecacheScriptSound("SpitterZombie.Acid");
CBaseEntity::PrecacheScriptSound("SpitterZombie.Acid.fadeout");
CBaseEntity::PrecacheScriptSound("FireworksCrate.Start");
CBaseEntity::PrecacheScriptSound("FireworksCrate.Stop");
iVar1 = (**(code **)(*(int *)this + 0x330))(this);
if (iVar1 != 0) {
pcVar2 = (char *)(**(code **)(*(int *)this + 0x330))(this);
PrecacheParticleSystem(pcVar2);
}
iVar1 = (**(code **)(*(int *)this + 0x334))(this);
if (iVar1 != 0) {
pcVar2 = (char *)(**(code **)(*(int *)this + 0x334))(this);
PrecacheParticleSystem(pcVar2);
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.