CPropVehicleDriveable::Precache
0x00b32f60 · 99 bytes · __thiscall
_ZN21CPropVehicleDriveable8PrecacheEv
Decompiled
undefined (1 param)
/* CPropVehicleDriveable::Precache() */
void __thiscall CPropVehicleDriveable::Precache(CPropVehicleDriveable *this)
{
char *pcVar1;
CBaseServerVehicle *this_00;
CBaseProp::Precache((CBaseProp *)this);
CFourWheelVehiclePhysics::Precache();
this_00 = *(CBaseServerVehicle **)(this + 0x1554);
if (this_00 == (CBaseServerVehicle *)0x0) {
(**(code **)(*(int *)this + 0x3bc))(this);
this_00 = *(CBaseServerVehicle **)(this + 0x1554);
if (this_00 == (CBaseServerVehicle *)0x0) {
return;
}
}
pcVar1 = "";
if (*(char **)(this + 0x1534) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x1534);
}
CBaseServerVehicle::Initialize(this_00,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.