L L4D2node

CBasePlayer::Precache

0x007bf590 · 603 bytes · __thiscall

_ZN11CBasePlayer8PrecacheEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBasePlayer::Precache() */

void __thiscall CBasePlayer::Precache(CBasePlayer *this)

{
  int iVar1;
  char cVar2;
  int iVar3;
  bool bVar4;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/player.cpp",0x14db,
               &Precache()::tm_fmt,"(%s)%s","Unaccounted","CBasePlayer::Precache");
    local_10 = ___atan2f_finite;
  }
  iVar1 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
  if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
                    /* try { // try from 007bf78e to 007bf7dc has its CatchHandler @ 007bf81c */
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      if ((char *)*_DAT_0105d15c != "CBasePlayer::Precache") {
        _DAT_0105d15c =
             (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xcb8b3a,(char *)0x1,0xbfafa1);
      }
      CVProfNode::EnterScope();
      DAT_0105d158 = '\0';
    }
  }
                    /* try { // try from 007bf646 to 007bf6bf has its CatchHandler @ 007bf7fb */
  CBaseCombatCharacter::Precache((CBaseCombatCharacter *)this);
  CBaseEntity::PrecacheScriptSound("Player.FallGib");
  CBaseEntity::PrecacheScriptSound("Player.Death");
  CBaseEntity::PrecacheScriptSound("Player.PlasmaDamage");
  CBaseEntity::PrecacheScriptSound("Player.SonicDamage");
  CBaseEntity::PrecacheScriptSound("Player.DrownStart");
  CBaseEntity::PrecacheScriptSound("Player.DrownContinue");
  CBaseEntity::PrecacheScriptSound("Player.Wade");
  CBaseEntity::PrecacheScriptSound("Player.AmbientUnderWater");
  (**(code **)(*enginesound + 0x4c))(enginesound,&DAT_00cb8b65);
  bVar4 = gInitHUD != '\0';
  *(undefined4 *)(this + 0x1f38) = 0x447a0000;
  *(undefined4 *)(this + 8000) = 1000;
  *(undefined4 *)(this + 0x1f4c) = 0xffffffff;
  *(undefined4 *)(this + 0x1f48) = 5;
  if (bVar4) {
    this[0x1f44] = (CBasePlayer)0x1;
  }
  iVar1 = _DAT_0105db00;
  if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      cVar2 = CVProfNode::ExitScope();
      if (cVar2 != '\0') {
        _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
      }
      DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
    }
  }
  if (local_10 != 0) {
    (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
  }
  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)