L L4D2node

CMeleeWeaponInfo::Precache

0x00543c30 · 102 bytes · __thiscall

_ZN16CMeleeWeaponInfo8PrecacheEv

Decompiled

undefined (1 param)

/* CMeleeWeaponInfo::Precache() */

void __thiscall CMeleeWeaponInfo::Precache(CMeleeWeaponInfo *this)

{
  CMeleeWeaponInfo CVar1;
  CMeleeWeaponInfo *pCVar2;
  int iVar3;
  
  if (this[8] == (CMeleeWeaponInfo)0x0) {
    CVar1 = this[0x58];
  }
  else {
    CBaseEntity::PrecacheModel((char *)(this + 8));
    CVar1 = this[0x58];
  }
  if (CVar1 != (CMeleeWeaponInfo)0x0) {
    CBaseEntity::PrecacheModel((char *)(this + 0x58));
  }
  iVar3 = 0x14;
  pCVar2 = this + 0x5dd;
  do {
    while (*pCVar2 == (CMeleeWeaponInfo)0x0) {
      pCVar2 = pCVar2 + 0x50;
      iVar3 = iVar3 + -1;
      if (iVar3 == 0) {
        return;
      }
    }
    CBaseEntity::PrecacheScriptSound((char *)pCVar2);
    iVar3 = iVar3 + -1;
    pCVar2 = pCVar2 + 0x50;
  } while (iVar3 != 0);
  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)