L L4D2node

CPrecacheItem::CPrecacheItem

0x001d6580 · 21 bytes · __thiscall

_ZN13CPrecacheItemC2Ev

Decompiled

undefined (1 param)

/* CPrecacheItem::CPrecacheItem() */

void __thiscall CPrecacheItem::CPrecacheItem(CPrecacheItem *this)

{
  *this = (CPrecacheItem)((byte)*this & 0xf8);
  *(undefined4 *)(this + 4) = 0;
  *(uint *)this = *(uint *)this & 7;
  return;
}

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)