Script_PrecacheItemFromTable
0x00b46ed0 · 155 bytes · __cdecl
_ZL28Script_PrecacheItemFromTableP9HSCRIPT__
Decompiled
undefined (1 param)
/* Script_PrecacheItemFromTable(HSCRIPT__*) */
undefined4 Script_PrecacheItemFromTable(HSCRIPT__ *param_1)
{
undefined4 uVar1;
CBaseEntity *pCVar2;
char *local_28 [2];
undefined2 local_20;
ushort local_1e;
local_20 = 0;
local_1e = 0;
local_28[0] = (char *)0x0;
/* try { // try from 00b46f0c to 00b46f6f has its CatchHandler @ 00b46f72 */
uVar1 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,param_1,"classname",local_28);
if ((char)uVar1 == '\0') {
DevWarning("Hey - your spawntable doesn\'t have a classname");
}
else {
pCVar2 = (CBaseEntity *)VScript_ParseEntity(local_28[0],param_1);
if (pCVar2 != (CBaseEntity *)0x0) {
DispatchSpawn(pCVar2,false);
UTIL_Remove(pCVar2);
goto LAB_00b46f26;
}
}
uVar1 = 0;
LAB_00b46f26:
if ((local_1e & 1) != 0) {
free(local_28[0]);
}
return uVar1;
}
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.