L L4D2node

CFire::Precache

0x0069db30 · 222 bytes · __thiscall

_ZN5CFire8PrecacheEv

Decompiled

undefined (1 param)

/* CFire::Precache() */

void __thiscall CFire::Precache(CFire *this)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x448);
  if (iVar1 == 0) {
    UTIL_PrecacheOther("_firesmoke",(char *)0x0);
    if (((byte)this[0x148] & 2) == 0) {
      PrecacheParticleSystem("env_fire_tiny_smoke");
      PrecacheParticleSystem("env_fire_small_smoke");
      PrecacheParticleSystem("env_fire_medium_smoke");
      PrecacheParticleSystem("env_fire_large_smoke");
      iVar1 = *(int *)(this + 0x448);
    }
    else {
      PrecacheParticleSystem("env_fire_tiny");
      PrecacheParticleSystem("env_fire_small");
      PrecacheParticleSystem("env_fire_medium");
      PrecacheParticleSystem("env_fire_large");
      iVar1 = *(int *)(this + 0x448);
    }
  }
  if (iVar1 == 1) {
    UTIL_PrecacheOther("_plasma",(char *)0x0);
  }
  CBaseEntity::PrecacheScriptSound("Fire.Plasma");
  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)