L L4D2node

CPistol::Precache

0x00554f70 · 132 bytes · __thiscall

_ZN7CPistol8PrecacheEv

Decompiled

undefined (1 param)

/* CPistol::Precache() */

void __thiscall CPistol::Precache(CPistol *this)

{
  int *piVar1;
  undefined1 uVar2;
  int iVar3;
  undefined4 uVar4;
  
  CTerrorWeapon::Precache((CTerrorWeapon *)this);
  uVar2 = (**(code **)(*engine + 0xd8))(engine,0);
  iVar3 = CTerrorWeapon::GetTerrorWeaponData((CTerrorWeapon *)this);
  uVar4 = CBaseEntity::PrecacheModel((char *)(iVar3 + 0xcc8));
  *(undefined4 *)(this + 0x17f4) = uVar4;
  iVar3 = CTerrorWeapon::GetTerrorWeaponData((CTerrorWeapon *)this);
  uVar4 = CBaseEntity::PrecacheModel((char *)(iVar3 + 0xf6));
  piVar1 = engine;
  *(undefined4 *)(this + 0x17f8) = uVar4;
  (**(code **)(*piVar1 + 0xd8))(piVar1,uVar2);
  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)