L L4D2node

CParticleSystem::Precache

0x0076fb40 · 68 bytes · __thiscall

_ZN15CParticleSystem8PrecacheEv

Decompiled

undefined (1 param)

/* CParticleSystem::Precache() */

void __thiscall CParticleSystem::Precache(CParticleSystem *this)

{
  char *pcVar1;
  undefined1 *puVar2;
  
  pcVar1 = *(char **)(this + 0x444);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  if (*pcVar1 == '\0') {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(this + 0x154);
    }
    Warning("info_particle_system (%s) has no particle system name specified!\n",puVar2);
    return;
  }
  PrecacheParticleSystem(pcVar1);
  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)