L L4D2node

CStaticPropMgr::PrecacheLighting

0x001e61f0 · 88 bytes · __thiscall

_ZN14CStaticPropMgr16PrecacheLightingEv

Decompiled

undefined (1 param)

/* CStaticPropMgr::PrecacheLighting() */

void __thiscall CStaticPropMgr::PrecacheLighting(CStaticPropMgr *this)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  COM_TimestampedLog("CStaticPropMgr::PrecacheLighting - start");
  iVar1 = *(int *)(this + 0x2c);
  if (0 < iVar1) {
    iVar3 = 0;
    do {
      piVar2 = g_pMDLCache;
      iVar3 = iVar3 + 1;
      (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
      (**(code **)(*piVar2 + 0x6c))(piVar2);
    } while (iVar3 != iVar1);
  }
  COM_TimestampedLog();
  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)