L L4D2node

CBaseEntity::PrecacheModel

0x00616460 · 139 bytes · __cdecl

_ZN11CBaseEntity13PrecacheModelEPKc

Decompiled

undefined (1 param)

/* CBaseEntity::PrecacheModel(char const*) */

int CBaseEntity::PrecacheModel(char *param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  if ((param_1 == (char *)0x0) || (*param_1 == '\0')) {
    Msg("Attempting to precache model, but model name is NULL\n");
    iVar3 = -1;
  }
  else {
    cVar1 = IsPrecacheAllowed();
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*engine + 0x24))(engine,param_1);
      if (cVar1 == '\0') {
        Warning("Late precache of %s\n",param_1);
      }
    }
    iVar2 = (**(code **)(*engine + 0x14))(engine,param_1,1);
    iVar3 = -1;
    if (iVar2 != -1) {
      PrecacheModelComponents(iVar2);
      iVar3 = iVar2;
    }
  }
  return iVar3;
}

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)