L L4D2node

ClientPrecachePrecache::CResourcePrecacher::Cache

0x0063f2e0 · 972 bytes · __thiscall

_ZN22ClientPrecachePrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b

Decompiled

undefined (5 params)

/* ClientPrecachePrecache::CResourcePrecacher::Cache(IPrecacheHandler*, bool, ResourceList_t__*,
   bool) */

void __thiscall
ClientPrecachePrecache::CResourcePrecacher::Cache
          (CResourcePrecacher *this,IPrecacheHandler *param_1,bool param_2,ResourceList_t__ *param_3
          ,bool param_4)

{
  (*(code *)**(undefined4 **)param_1)(param_1,2,"cable/cable.vmt",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,2,"cable/cable_lit.vmt",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,2,"cable/chain.vmt",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,2,"cable/rope.vmt",param_2,param_3,0);
  if ((!param_4) &&
     ((*(int *)(g_Language._28_4_ + 0x30) != 1 ||
      ((*(code *)**(undefined4 **)param_1)(param_1,2,"models/germangibs.mdl",param_2,param_3,0),
      *(int *)(g_Language._28_4_ + 0x30) != 1)))) {
    (*(code *)**(undefined4 **)param_1)(param_1,2,"models/gibs/hgibs.mdl",param_2,param_3,0);
  }
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.FallDamage",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.Swim",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.PickupWeapon",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.DenyWeaponSelection",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.WeaponSelected",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.WeaponSelectionClose",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Player.WeaponSelectionMoveSlot",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Glass",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Metal",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Flesh",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Wood",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Shrapnel",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.ShotgunShell",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Shell",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Bounce.Concrete",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"BaseEntity.EnterWater",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"BaseEntity.ExitWater",param_2,param_3,0);
  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)