L L4D2node

CEnvExplosion::Precache

0x00699eb0 · 52 bytes · __thiscall

_ZN13CEnvExplosion8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvExplosion::Precache() */

void __thiscall CEnvExplosion::Precache(CEnvExplosion *this)

{
  undefined2 uVar1;
  
  if (*(char **)(this + 0x450) != (char *)0x0) {
    uVar1 = CBaseEntity::PrecacheModel(*(char **)(this + 0x450));
    *(undefined2 *)(this + 0x454) = uVar1;
  }
  CBaseEntity::PrecacheScriptSound("explode_3");
  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)