L L4D2node

CSpriteTrail::Precache

0x004c44a0 · 47 bytes · __thiscall

_ZN12CSpriteTrail8PrecacheEv

Decompiled

undefined (1 param)

/* CSpriteTrail::Precache() */

void __thiscall CSpriteTrail::Precache(CSpriteTrail *this)

{
  CSprite::Precache((CSprite *)this);
  if (*(char **)(this + 0x4b8) != (char *)0x0) {
    CBaseEntity::PrecacheModel(*(char **)(this + 0x4b8));
    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)