L L4D2node

CBeam::Precache

0x00426e90 · 155 bytes · __thiscall

_ZN5CBeam8PrecacheEv

Decompiled

undefined (1 param)

/* CBeam::Precache() */

void __thiscall CBeam::Precache(CBeam *this)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x220);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)) {
    SetStartEntity(this,*(CBaseEntity **)(puVar2 + 4));
  }
  uVar1 = *(uint *)(this + 0x4dc);
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar2 + 8) == uVar1 >> 0xc &&
      (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)))) {
    SetEndEntity(this,*(CBaseEntity **)(puVar2 + 4));
    return;
  }
  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)