L L4D2node

sv_precacheinfo

0x0020abc0 · 280 bytes · __cdecl

_ZL15sv_precacheinfoRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* sv_precacheinfo(CCommand const&) */

void sv_precacheinfo(CCommand *param_1)

{
  char *pcVar1;
  int iVar2;
  
  if (*(int *)param_1 == 2) {
    pcVar1 = *(char **)(param_1 + 0x40c);
    iVar2 = V_strcasecmp(pcVar1,"generic");
    if (iVar2 == 0) {
      CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52cc);
      return;
    }
    iVar2 = V_strcasecmp(pcVar1,"sound");
    if (iVar2 == 0) {
      CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52c8);
      return;
    }
    iVar2 = V_strcasecmp(pcVar1,"decal");
    if (iVar2 == 0) {
      CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52d0);
      return;
    }
    iVar2 = V_strcasecmp(pcVar1,"model");
    if (iVar2 == 0) goto LAB_0020ac0e;
  }
  CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52cc);
  CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52d0);
  CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52c8);
LAB_0020ac0e:
  CGameServer::DumpPrecacheStats((CGameServer *)&sv,_DAT_003e52c4);
  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)