L L4D2node

PrecacheGibsForModel

0x004991c0 · 261 bytes · __cdecl

_Z20PrecacheGibsForModeli

Decompiled

undefined (1 param)

/* PrecacheGibsForModel(int) */

void PrecacheGibsForModel(int param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  char *pcVar4;
  int in_GS_OFFSET;
  undefined **local_45c;
  undefined4 local_458;
  undefined4 local_454;
  undefined1 local_44c [12];
  char local_440 [1056];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = (**(code **)(*modelinfo + 0x18))(modelinfo,param_1);
  if (iVar2 == 0) {
LAB_0049929e:
    if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
      __stack_chk_fail();
    }
    return;
  }
  local_45c = &PTR_ParseKeyValue_00c1a818;
  local_458 = 0;
  local_454 = 0x3f800000;
  piVar3 = (int *)(**(code **)(*physcollision + 0xa0))(physcollision,iVar2);
  do {
    cVar1 = (**(code **)(*piVar3 + 0xc))(piVar3);
    while( true ) {
      if (cVar1 != '\0') {
        (**(code **)(*physcollision + 0xa4))(physcollision,piVar3);
        goto LAB_0049929e;
      }
      pcVar4 = (char *)(**(code **)(*piVar3 + 8))(piVar3);
      iVar2 = _V_stricmp(pcVar4,"break");
      if (iVar2 != 0) break;
      (**(code **)(*piVar3 + 0x20))(piVar3,local_44c,&local_45c);
      CBaseEntity::PrecacheModel(local_440);
      cVar1 = (**(code **)(*piVar3 + 0xc))(piVar3);
    }
    (**(code **)(*piVar3 + 0x28))(piVar3);
  } while( true );
}

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)