L L4D2node

CEnvScreenOverlay::Precache

0x006951c0 · 50 bytes · __thiscall

_ZN17CEnvScreenOverlay8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvScreenOverlay::Precache() */

void __thiscall CEnvScreenOverlay::Precache(CEnvScreenOverlay *this)

{
  int iVar1;
  
  iVar1 = 0;
  do {
    if (*(char **)(this + iVar1 * 4 + 0x440) != (char *)0x0) {
      PrecacheMaterial(*(char **)(this + iVar1 * 4 + 0x440));
    }
    iVar1 = iVar1 + 1;
  } while (iVar1 != 10);
  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)