CWorld::Precache
0x00b60dc0 · 937 bytes · __thiscall
_ZN6CWorld8PrecacheEv
Decompiled
undefined (1 param)
/* CWorld::Precache() */
void __thiscall CWorld::Precache(CWorld *this)
{
CBaseEdict *this_00;
CBaseEntity *this_01;
int iVar1;
uint uVar2;
int iVar3;
char *pcVar4;
undefined1 local_3c [12];
char *local_30;
int *local_2c [2];
int *local_24 [5];
COM_TimestampedLog("CWorld::Precache - Start");
g_fGameOver = 0;
g_WorldEntity = this;
g_pLastSpawn = 0;
ConVar::SetValue(0xf7aec0);
ConVarRef::ConVarRef((ConVarRef *)local_2c,"sv_stepsize");
(**(code **)(*local_2c[0] + 8))(local_2c[0],0x12);
ConVarRef::ConVarRef((ConVarRef *)local_24,"room_type");
(**(code **)(*local_24[0] + 8))(local_24[0],0);
if (g_pGameRules != (int *)0x0) {
(**(code **)(*g_pGameRules + 0x34))(g_pGameRules);
}
InstallGameRules();
(**(code **)(*g_pGameRules + 4))(g_pGameRules);
CSoundEnt::InitSoundEnt();
ActivityList_Free();
ActivityList_RegisterSharedActivities();
RegisterTerrorActivities();
EventList_Free();
EventList_RegisterSharedEvents();
CBaseEntity::SetAllowPrecache(true);
COM_TimestampedLog("IGameSystem::LevelInitPreEntityAllSystems");
(**(code **)(*(int *)this + 0x20))(&local_30,this);
pcVar4 = "";
if (local_30 != (char *)0x0) {
pcVar4 = local_30;
}
IGameSystem::LevelInitPreEntityAllSystems(pcVar4);
COM_TimestampedLog("InitScripts()");
(**(code **)(*g_pGameRules + 0x1e0))(g_pGameRules);
COM_TimestampedLog("g_pGameRules->CreateStandardEntities()");
(**(code **)(*g_pGameRules + 0x1e4))(g_pGameRules);
COM_TimestampedLog("InitBodyQue()");
InitBodyQue();
COM_TimestampedLog("SENTENCEG_Init()");
SENTENCEG_Init();
COM_TimestampedLog("PrecacheStandardParticleSystems()");
PrecacheStandardParticleSystems();
COM_TimestampedLog("W_Precache()");
W_Precache();
COM_TimestampedLog("ClientPrecache()");
ClientPrecache();
COM_TimestampedLog("PrecacheTempEnts()");
CBaseTempEntity::PrecacheTempEnts();
COM_TimestampedLog("LightStyles");
iVar1 = 0;
do {
iVar3 = iVar1 + 1;
(**(code **)(*engine + 0xa0))(engine,iVar1,(&g_DefaultLightstyles)[iVar1]);
iVar1 = iVar3;
} while (iVar3 != 0xd);
(**(code **)(*engine + 0xa0))(engine,0x3f,&DAT_00c908f8);
Music::PrecacheMusic();
COM_TimestampedLog("InitDefaultAIRelationships");
(**(code **)(*g_pGameRules + 0x188))(g_pGameRules);
COM_TimestampedLog("InitInteractionSystem");
CBaseCombatCharacter::InitInteractionSystem();
COM_TimestampedLog("g_pGameRules->Precache");
(**(code **)(*g_pGameRules + 0xa4))(g_pGameRules);
if (*(int *)(this + 0x440) != 0) {
DevMsg(2,"Chapter title: %s\n",*(int *)(this + 0x440));
this_01 = (CBaseEntity *)
CBaseEntity::Create("env_message",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
(CBaseEntity *)0x0);
if (this_01 != (CBaseEntity *)0x0) {
*(undefined4 *)(this_01 + 0x440) = *(undefined4 *)(this + 0x440);
*(undefined4 *)(this + 0x440) = 0;
uVar2 = *(uint *)(this_01 + 0x148) | 1;
if (*(uint *)(this_01 + 0x148) != uVar2) {
if (this_01[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
*(uint *)(this_01 + 0x148) = uVar2;
}
else {
this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
*(uint *)(this_01 + 0x148) = uVar2;
}
}
CBaseEntity::ThinkSet
((_func_void *)local_3c,(float)this_01,(char *)CBaseEntity::SUB_CallUseToggle);
CBaseEntity::SetNextThink(this_01,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
}
}
pcVar4 = "func_brush";
AllocPooledString((char *)&local_30);
g_iszFuncBrushClassname = local_30;
if (*(char **)(this + 0x470) != (char *)0x0) {
PrecacheMaterial(*(char **)(this + 0x470));
}
COM_TimestampedLog("CWorld::Precache - Finish",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.