L L4D2node

CTeamplayRules::Precache

0x004d0d90 · 56 bytes · __cdecl

_ZN14CTeamplayRules8PrecacheEv

Decompiled

undefined (0 params)

/* CTeamplayRules::Precache() */

void CTeamplayRules::Precache(void)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  CGameRules::Precache();
  iVar3 = 0;
  while( true ) {
    iVar2 = GetNumberOfTeams();
    if (iVar2 <= iVar3) break;
    piVar1 = (int *)GetGlobalTeam(iVar3);
    (**(code **)(*piVar1 + 0x6c))(piVar1);
    iVar3 = iVar3 + 1;
  }
  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)