L L4D2node

CPrecacheItem::Init

0x001d65d0 · 40 bytes · __thiscall

_ZN13CPrecacheItem4InitEiPKv

Decompiled

undefined (3 params)

/* CPrecacheItem::Init(int, void const*) */

void __thiscall CPrecacheItem::Init(CPrecacheItem *this,int param_1,void *param_2)

{
  *(void **)(this + 4) = param_2;
  *this = (CPrecacheItem)((byte)*this & 0xf8 | (byte)param_1 & 7);
  if (param_2 != (void *)0x0) {
    *(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)