L L4D2node

CMapReslistGenerator::OnResourcePrecached

0x0018d3a0 · 106 bytes · __thiscall

_ZN20CMapReslistGenerator19OnResourcePrecachedEPKc.part.36

Decompiled

undefined (2 params)

/* CMapReslistGenerator::OnResourcePrecached(char const*) [clone .part.36] */

void __thiscall CMapReslistGenerator::OnResourcePrecached(CMapReslistGenerator *this,char *param_1)

{
  CMapReslistGenerator *in_EAX;
  int iVar1;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = (**(code **)(*g_pFileSystem + 0x88))(g_pFileSystem);
  if (iVar1 != 0) {
    OnResourcePrecachedFullPath(in_EAX,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)