L L4D2node

CEnvShooter::Precache

0x0066bc30 · 60 bytes · __thiscall

_ZN11CEnvShooter8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvShooter::Precache() */

void __thiscall CEnvShooter::Precache(CEnvShooter *this)

{
  char *pcVar1;
  undefined4 uVar2;
  char *local_10 [2];
  
  (**(code **)(*(int *)this + 0x20))(local_10,this);
  pcVar1 = "";
  if (local_10[0] != (char *)0x0) {
    pcVar1 = local_10[0];
  }
  uVar2 = CBaseEntity::PrecacheModel(pcVar1);
  *(undefined4 *)(this + 0x44c) = uVar2;
  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)