L L4D2node

CPointSpotlight::Precache

0x007dc4f0 · 45 bytes · __thiscall

_ZN15CPointSpotlight8PrecacheEv

Decompiled

undefined (1 param)

/* CPointSpotlight::Precache() */

void __thiscall CPointSpotlight::Precache(CPointSpotlight *this)

{
  undefined4 uVar1;
  
  uVar1 = CBaseEntity::PrecacheModel("sprites/light_glow03.vmt");
  *(undefined4 *)(this + 0x468) = uVar1;
  CBaseEntity::PrecacheModel("sprites/glow_test02.vmt");
  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)