CFuncPlat::Precache
0x00b0b700 · 136 bytes · __thiscall
_ZN9CFuncPlat8PrecacheEv
Decompiled
undefined (1 param)
/* CFuncPlat::Precache() */
void __thiscall CFuncPlat::Precache(CFuncPlat *this)
{
int iVar1;
int *piVar2;
char cVar3;
CBaseEntity *this_00;
CFuncPlat *pCVar4;
uint in_stack_ffffffe8;
CBasePlatTrain::Precache((CBasePlatTrain *)this);
cVar3 = (**(code **)(*(int *)this + 0x328))(this);
if (cVar3 != '\0') {
return;
}
iVar1 = *(int *)(this + 0x30);
this_00 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000444,in_stack_ffffffe8);
/* try { // try from 00b0b74c to 00b0b750 has its CatchHandler @ 00b0b78f */
CBaseEntity::CBaseEntity(this_00,false);
*(undefined ***)this_00 = &PTR__CPlatTrigger_00d3d168;
CBaseEntity::PostConstructor(this_00,"plat_trigger");
pCVar4 = (CFuncPlat *)0x0;
if ((iVar1 != 0) &&
(piVar2 = *(int **)(iVar1 + 0xc), pCVar4 = (CFuncPlat *)0x0, piVar2 != (int *)0x0)) {
pCVar4 = (CFuncPlat *)(**(code **)(*piVar2 + 0x18))(piVar2);
}
CPlatTrigger::SpawnInsideTrigger((CPlatTrigger *)this_00,pCVar4);
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.