L L4D2node

CEnvParticleScript::Precache

0x00692d00 · 115 bytes · __thiscall

_ZN18CEnvParticleScript8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvParticleScript::Precache() */

void __thiscall CEnvParticleScript::Precache(CEnvParticleScript *this)

{
  code *pcVar1;
  char *pcVar2;
  char *local_20 [4];
  
  CBaseAnimating::Precache();
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  pcVar2 = local_20[0];
  if (local_20[0] == (char *)0x0) {
    pcVar2 = "";
  }
  CBaseEntity::PrecacheModel(pcVar2);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  pcVar2 = "";
  if (local_20[0] != (char *)0x0) {
    pcVar2 = local_20[0];
  }
  (*pcVar1)(this,pcVar2);
  PrecacheAnimationEventMaterials(this);
  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)