L L4D2node

CTankRock::Precache

0x004dd4a0 · 124 bytes · __thiscall

_ZN9CTankRock8PrecacheEv

Decompiled

undefined (1 param)

/* CTankRock::Precache() */

void __thiscall CTankRock::Precache(CTankRock *this)

{
  undefined *puVar1;
  int iVar2;
  code *pcVar3;
  int *piVar4;
  int iVar5;
  int *piVar6;
  int aiStack_34 [9];
  
  iVar5 = 0;
  piVar4 = aiStack_34 + 2;
  do {
    piVar6 = piVar4;
    *piVar6 = (int)(&PTR_s_models_props_debris_concrete_chu_00f1b0b0)[iVar5 * 2];
    piVar6[-1] = 0x4dd4c0;
    CBaseEntity::PrecacheModel((char *)*piVar6);
    puVar1 = (&PTR_s_models_props_debris_concrete_chu_00f1b0b0)[iVar5 * 2];
    iVar5 = iVar5 + 1;
    iVar2 = *(int *)this;
    *piVar6 = (int)this;
    piVar6[1] = (int)puVar1;
    pcVar3 = *(code **)(iVar2 + 0x70);
    piVar6[-1] = 0x4dd4d6;
    (*pcVar3)();
    iVar2 = *(int *)this;
    piVar6[1] = (int)this;
    *piVar6 = (int)(aiStack_34 + 5);
    pcVar3 = *(code **)(iVar2 + 0x20);
    piVar6[-1] = 0x4dd4e2;
    (*pcVar3)();
    piVar6[-1] = aiStack_34[5];
    piVar6[-2] = 0x4dd4f0;
    PropBreakablePrecacheAll();
    piVar4 = piVar6 + -1;
  } while (iVar5 != 2);
  piVar6[-1] = (int)"HulkZombie.ThrownProjectileHit";
  piVar6[-2] = 0x4dd501;
  CBaseEntity::PrecacheScriptSound((char *)piVar6[-1]);
  piVar6[-1] = (int)"HulkZombie.Throw.FlyLoop";
  piVar6[-2] = 0x4dd50d;
  CBaseEntity::PrecacheScriptSound((char *)piVar6[-1]);
  CBaseCSGrenadeProjectile::Precache((CBaseCSGrenadeProjectile *)this);
  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)