L L4D2node

CItemDefibrillator::Precache

0x00541670 · 108 bytes · __thiscall

_ZN18CItemDefibrillator8PrecacheEv

Decompiled

undefined (1 param)

/* CItemDefibrillator::Precache() */

void __thiscall CItemDefibrillator::Precache(CItemDefibrillator *this)

{
  undefined4 uVar1;
  
  CTerrorWeapon::Precache((CTerrorWeapon *)this);
  CBaseEntity::PrecacheScriptSound("Defibrillator.UseStart");
  CBaseEntity::PrecacheScriptSound("Defibrillator.Use");
  CBaseEntity::PrecacheModel("models/w_models/weapons/w_eq_defibrillator_paddles.mdl");
  CBaseEntity::PrecacheModel("models/w_models/weapons/w_eq_defibrillator_no_paddles.mdl");
  uVar1 = PrecacheParticleSystem("item_defibrillator_paddle");
  *(undefined4 *)(this + 0x17f0) = uVar1;
  uVar1 = PrecacheParticleSystem("item_defibrillator_body");
  *(undefined4 *)(this + 0x17f4) = uVar1;
  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)