CBasePlatTrain::Precache
0x00b08ca0 · 104 bytes · __thiscall
_ZN14CBasePlatTrain8PrecacheEv
Decompiled
undefined (1 param)
/* CBasePlatTrain::Precache() */
void __thiscall CBasePlatTrain::Precache(CBasePlatTrain *this)
{
char *pcVar1;
UTIL_ValidateSoundName((string_t *)(this + 0x4b8),"Plat.DefaultMoving");
UTIL_ValidateSoundName((string_t *)(this + 0x4bc),"Plat.DefaultArrive");
pcVar1 = *(char **)(this + 0x4b8);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
CBaseEntity::PrecacheScriptSound(pcVar1);
pcVar1 = "";
if (*(char **)(this + 0x4bc) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x4bc);
}
CBaseEntity::PrecacheScriptSound(pcVar1);
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.