L L4D2node

CEnvBeam::Precache

0x00681ad0 · 254 bytes · __thiscall

_ZN8CEnvBeam8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvBeam::Precache() */

void __thiscall CEnvBeam::Precache(CEnvBeam *this)

{
  char *pcVar1;
  int iVar2;
  undefined4 uVar3;
  int in_GS_OFFSET;
  char *pcVar4;
  undefined4 local_230 [4];
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = *(char **)(this + 0x508);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  iVar2 = V_stristr(pcVar1,".vmt");
  if (iVar2 == 0) {
    pcVar1 = "";
    if (*(char **)(this + 0x508) != (char *)0x0) {
      pcVar1 = *(char **)(this + 0x508);
    }
    V_strncpy(local_220,pcVar1,0x200);
    V_SetExtension(local_220,".vmt",0x200);
    AllocPooledString((char *)local_230);
    *(undefined4 *)(this + 0x508) = local_230[0];
  }
  pcVar4 = "prop_physics";
  AllocPooledString((char *)local_230);
  g_iszPhysicsPropClassname = local_230[0];
  pcVar1 = "";
  if (*(char **)(this + 0x508) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x508);
  }
  uVar3 = CBaseEntity::PrecacheModel(pcVar1);
  *(undefined4 *)(this + 0x4e8) = uVar3;
  CBeam::Precache((CBeam *)this);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(this,pcVar4);
}

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)