L L4D2node

CFuncRotating::Precache

0x00630c10 · 170 bytes · __thiscall

_ZN13CFuncRotating8PrecacheEv

Decompiled

undefined (1 param)

/* CFuncRotating::Precache() */

void __thiscall CFuncRotating::Precache(CFuncRotating *this)

{
  char *pcVar1;
  char *local_10 [2];
  
  pcVar1 = *(char **)(this + 0x464);
  if ((pcVar1 == (char *)0x0) || (*pcVar1 == '\0')) {
    AllocPooledString((char *)local_10);
    *(char **)(this + 0x464) = local_10[0];
    pcVar1 = "";
    if (local_10[0] != (char *)0x0) {
      pcVar1 = local_10[0];
    }
  }
  CBaseEntity::PrecacheScriptSound(pcVar1);
  if (((vec3_angle == *(float *)(this + 0x280)) && (DAT_01053d40 == *(float *)(this + 0x284))) &&
     (DAT_01053d44 == *(float *)(this + 0x288))) {
    return;
  }
  *(code **)(this + 0x14) = SpinUpMove;
  *(undefined4 *)(this + 0x18) = 0;
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,1.5);
  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)