L L4D2node

CBaseTempEntity::PrecacheTempEnts

0x0062e1e0 · 45 bytes · __cdecl

_ZN15CBaseTempEntity16PrecacheTempEntsEv

Decompiled

undefined (0 params)

/* CBaseTempEntity::PrecacheTempEnts() */

void CBaseTempEntity::PrecacheTempEnts(void)

{
  int *piVar1;
  
  for (piVar1 = s_pTempEntities; piVar1 != (int *)0x0; piVar1 = (int *)piVar1[2]) {
    (**(code **)(*piVar1 + 0x18))(piVar1);
  }
  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)