L L4D2node

CEnvParticleScript::PrecacheAnimationEventMaterials

0x00692b90 · 362 bytes · __thiscall

_ZN18CEnvParticleScript31PrecacheAnimationEventMaterialsEv

Decompiled

undefined (1 param)

/* CEnvParticleScript::PrecacheAnimationEventMaterials() */

void __thiscall CEnvParticleScript::PrecacheAnimationEventMaterials(CEnvParticleScript *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  int in_GS_OFFSET;
  CStudioHdr *local_238;
  undefined1 local_220 [256];
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_238 = *(CStudioHdr **)(this + 0x13e0);
  if (local_238 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      local_238 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      local_238 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (local_238 == (CStudioHdr *)0x0) goto LAB_00692ca5;
  }
  if ((*(int *)local_238 != 0) && (iVar2 = CStudioHdr::GetNumSeq(local_238), 0 < iVar2)) {
    iVar7 = 0;
    do {
      iVar6 = 0;
      iVar5 = 0;
      iVar3 = CStudioHdr::pSeqdesc(local_238,iVar7);
      iVar1 = *(int *)(iVar3 + 0x18);
      if (0 < iVar1) {
        do {
          while ((iVar4 = *(int *)(iVar3 + 0x1c) + iVar6 + iVar3, *(int *)(iVar4 + 4) != 0x1772 ||
                 (iVar4 = sscanf((char *)(iVar4 + 0xc),"%255s %255s",local_220,local_120),
                 iVar4 != 2))) {
            iVar5 = iVar5 + 1;
            iVar6 = iVar6 + 0x50;
            if (iVar5 == iVar1) goto LAB_00692c96;
          }
          iVar5 = iVar5 + 1;
          iVar6 = iVar6 + 0x50;
          PrecacheMaterial(local_120);
        } while (iVar5 != iVar1);
      }
LAB_00692c96:
      iVar7 = iVar7 + 1;
    } while (iVar7 != iVar2);
  }
LAB_00692ca5:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)