L L4D2node

CDownloadListGenerator::OnModelPrecached

0x0013eac0 · 255 bytes · __thiscall

_ZN22CDownloadListGenerator16OnModelPrecachedEPKc

Decompiled

undefined (2 params)

/* CDownloadListGenerator::OnModelPrecached(char const*) */

void __thiscall CDownloadListGenerator::OnModelPrecached(CDownloadListGenerator *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = _V_strstr(param_1,".vmt");
  if (iVar1 == 0) {
    OnResourcePrecached(this,param_1);
  }
  else {
    iVar1 = V_strnicmp(param_1,"materials",9);
    if (iVar1 == 0) {
      V_strncpy(local_1010,param_1,0x1000);
    }
    else {
      V_snprintf(local_1010,0x1000,"materials\\%s",param_1);
    }
    OnResourcePrecached(this,local_1010);
    pcVar2 = (char *)_V_strstr(local_1010,".vmt");
    if (pcVar2 != (char *)0x0) {
      V_strncpy(pcVar2,".vtf",5);
      OnResourcePrecached(this,local_1010);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)