L L4D2node

CMeleeWeaponInfoStore::Precache

0x00543f80 · 149 bytes · __thiscall

_ZN21CMeleeWeaponInfoStore8PrecacheEv

Decompiled

undefined (1 param)

/* CMeleeWeaponInfoStore::Precache() */

void __thiscall CMeleeWeaponInfoStore::Precache(CMeleeWeaponInfoStore *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar3 = 0;
  if (*(int *)(this + 0x14) < 1) {
    return;
  }
  do {
    while (*(int *)(this + 0x28) < iVar3) {
LAB_00543fa0:
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0x18;
      if (*(int *)(this + 0x14) <= iVar3) {
        return;
      }
    }
    if ((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
         ::Links(int)::s_Sentinel == '\0') &&
       (iVar2 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
                                     ::Links(int)::s_Sentinel), iVar2 != 0)) {
      CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
      ::Links(int)::s_Sentinel = 0xffffffff;
      DAT_00f1dde0 = 0xffffffff;
      DAT_00f1dde4 = 0xffffffff;
      __cxa_guard_release(&CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
                           ::Links(int)::s_Sentinel);
    }
    if (*(int *)(*(int *)(this + 0x10) + iVar4) == iVar3) goto LAB_00543fa0;
    puVar1 = (undefined4 *)(*(int *)(this + 0x10) + 0x14 + iVar4);
    iVar3 = iVar3 + 1;
    iVar4 = iVar4 + 0x18;
    CMeleeWeaponInfo::Precache((CMeleeWeaponInfo *)*puVar1);
    if (*(int *)(this + 0x14) <= iVar3) {
      return;
    }
  } while( true );
}

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)