L L4D2node

CGameServer::PrecacheModel

0x0020a080 · 497 bytes · __thiscall

_ZN11CGameServer13PrecacheModelEPKciP7model_t

Decompiled

undefined (4 params)

/* CGameServer::PrecacheModel(char const*, int, model_t*) */

int __thiscall
CGameServer::PrecacheModel(CGameServer *this,char *param_1,int param_2,model_t *param_3)

{
  CPrecacheItem *this_00;
  int iVar1;
  byte *pbVar2;
  int iVar3;
  int *piVar4;
  model_t *pmVar5;
  CMapReslistGenerator *this_01;
  byte bVar6;
  byte local_1d [13];
  
  piVar4 = *(int **)(this + 0x2d364);
  if ((piVar4 == (int *)0x0) ||
     (iVar1 = (**(code **)(*piVar4 + 0x24))(piVar4,1,param_1,0xffffffff,0), iVar1 == 0xffff)) {
    return -1;
  }
  pbVar2 = (byte *)(**(code **)(**(int **)(this + 0x2d364) + 0x30))
                             (*(int **)(this + 0x2d364),iVar1,0);
  if (pbVar2 == (byte *)0x0) {
    local_1d[0] = (byte)param_2 & 3;
  }
  else {
    local_1d[0] = *pbVar2 & 0xfc | (*pbVar2 | (byte)param_2) & 3;
  }
  this_00 = (CPrecacheItem *)(this + iVar1 * 8 + 0x264);
  (**(code **)(**(int **)(this + 0x2d364) + 0x2c))(*(int **)(this + 0x2d364),iVar1,1,local_1d);
  if (param_3 != (model_t *)0x0) {
    CPrecacheItem::SetModel(this_00,param_3);
  }
  bVar6 = 0;
  iVar3 = CPrecacheItem::GetModel(this_00);
  if (iVar3 == 0) {
    bVar6 = (byte)((uint)param_2 >> 1) & 1;
  }
  piVar4 = (int *)CommandLine_Tier0();
  iVar3 = (**(code **)(*piVar4 + 0x28))(piVar4,"-nopreload");
  if (iVar3 == 0) {
    piVar4 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar4 + 0x28))(piVar4,"-nopreloadmodels");
    if (iVar3 == 0) {
      if (*(int *)(sv_forcepreload._28_4_ + 0x30) == 0) {
        piVar4 = (int *)CommandLine_Tier0();
        iVar3 = (**(code **)(*piVar4 + 0x28))(piVar4,"-preload");
        if (iVar3 == 0) {
          if (iVar1 == 0) {
            return 0;
          }
          if (bVar6 != 0) goto LAB_0020a215;
          goto LAB_0020a1a3;
        }
      }
      if (iVar1 == 0) {
        return 0;
      }
LAB_0020a215:
      pmVar5 = (model_t *)(**(code **)(*(int *)modelloader + 0x1c))(modelloader,param_1,2);
      CPrecacheItem::SetModel(this_00,pmVar5);
      this_01 = (CMapReslistGenerator *)MapReslistGenerator();
      CMapReslistGenerator::OnModelPrecached(this_01,param_1);
      return iVar1;
    }
  }
  if (iVar1 == 0) {
    return 0;
  }
LAB_0020a1a3:
  (**(code **)(*(int *)modelloader + 0x20))(modelloader,param_1,2);
  CPrecacheItem::SetModel(this_00,(model_t *)0x0);
  return iVar1;
}

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)