L L4D2node

CMapReslistGenerator::OnModelPrecached

0x0018d630 · 265 bytes · __thiscall

_ZN20CMapReslistGenerator16OnModelPrecachedEPKc

Decompiled

undefined (2 params)

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

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

{
  char *pcVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (this[1] != (CMapReslistGenerator)0x0) {
    pcVar1 = strstr(param_1,".vmt");
    if (pcVar1 == (char *)0x0) {
      OnResourcePrecached(this,param_1);
    }
    else {
      iVar2 = V_strnicmp(param_1,"materials",9);
      if (iVar2 == 0) {
        V_strncpy(local_1010,param_1,0x1000);
      }
      else {
        V_snprintf(local_1010,0x1000,"materials\\%s",param_1);
      }
      OnResourcePrecached(this,local_1010);
      pcVar1 = strstr(local_1010,".vmt");
      if (pcVar1 != (char *)0x0) {
        V_strncpy(pcVar1,".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)