L L4D2node

CBaseButton::Precache

0x00636230 · 494 bytes · __thiscall

_ZN11CBaseButton8PrecacheEv

Decompiled

undefined (1 param)

/* CBaseButton::Precache() */

void __thiscall CBaseButton::Precache(CBaseButton *this)

{
  char *pcVar1;
  char *local_10 [2];
  
  if (this[0x4f0] != (CBaseButton)0x0) {
    MakeButtonSound((int)local_10);
    *(char **)(this + 0x4cc) = local_10[0];
    pcVar1 = "";
    if (local_10[0] != (char *)0x0) {
      pcVar1 = local_10[0];
    }
    CBaseEntity::PrecacheScriptSound(pcVar1);
  }
  if (this[0x4f2] != (CBaseButton)0x0) {
    MakeButtonSound((int)local_10);
    *(char **)(this + 0x4d4) = local_10[0];
    pcVar1 = "";
    if (local_10[0] != (char *)0x0) {
      pcVar1 = local_10[0];
    }
    CBaseEntity::PrecacheScriptSound(pcVar1);
  }
  switch(this[0x4f1]) {
  default:
    *(undefined4 *)(this + 0x4d0) = 0;
    break;
  case (CBaseButton)0x1:
    *(char **)(this + 0x4d0) = "NA";
    break;
  case (CBaseButton)0x2:
    *(char **)(this + 0x4d0) = "ND";
    break;
  case (CBaseButton)0x3:
    *(undefined **)(this + 0x4d0) = &DAT_00c65fe9;
    break;
  case (CBaseButton)0x4:
    *(char **)(this + 0x4d0) = "NFIRE";
    break;
  case (CBaseButton)0x5:
    *(char **)(this + 0x4d0) = "NCHEM";
    break;
  case (CBaseButton)0x6:
    *(undefined **)(this + 0x4d0) = &DAT_00c65ff2;
    break;
  case (CBaseButton)0x7:
    *(undefined **)(this + 0x4d0) = &DAT_00c65ff7;
    break;
  case (CBaseButton)0x8:
    *(undefined **)(this + 0x4d0) = &DAT_00c65ffc;
    break;
  case (CBaseButton)0x9:
    *(char **)(this + 0x4d0) = "NG";
  }
  switch(this[0x4f3]) {
  default:
    *(undefined4 *)(this + 0x4d8) = 0;
    break;
  case (CBaseButton)0x1:
    *(undefined **)(this + 0x4d8) = &DAT_00c65fff;
    break;
  case (CBaseButton)0x2:
    *(char **)(this + 0x4d8) = "ED";
    break;
  case (CBaseButton)0x3:
    *(undefined **)(this + 0x4d8) = &DAT_00c66002;
    break;
  case (CBaseButton)0x4:
    *(char **)(this + 0x4d8) = "EFIRE";
    break;
  case (CBaseButton)0x5:
    *(char **)(this + 0x4d8) = "ECHEM";
    break;
  case (CBaseButton)0x6:
    *(undefined **)(this + 0x4d8) = &DAT_00c6600b;
    break;
  case (CBaseButton)0x7:
    *(undefined **)(this + 0x4d8) = &DAT_00c66010;
    pcVar1 = *(char **)(this + 0x504);
    goto joined_r0x00636342;
  case (CBaseButton)0x8:
    *(undefined **)(this + 0x4d8) = &DAT_00c66015;
  }
  pcVar1 = *(char **)(this + 0x504);
joined_r0x00636342:
  if (pcVar1 != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(pcVar1);
    return;
  }
  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.



        

        

          

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