L L4D2node

CPointTemplate::PerformPrecache

0x007df080 · 208 bytes · __thiscall

_ZN14CPointTemplate15PerformPrecacheEv

Decompiled

undefined (1 param)

/* CPointTemplate::PerformPrecache() */

void __thiscall CPointTemplate::PerformPrecache(CPointTemplate *this)

{
  int iVar1;
  int iVar2;
  char cVar3;
  undefined1 *puVar4;
  char *pcVar5;
  int iVar6;
  int local_34;
  char *local_30 [4];
  int local_20 [4];
  
  iVar1 = *(int *)(this + 0x4a0);
  if (iVar1 == 0) {
    puVar4 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar4 = *(undefined1 **)(this + 0x154);
    }
    Msg("Precache called on a point_template that has no templates: %s\n",puVar4);
  }
  else {
    Templates_StartUniqueInstance();
    iVar6 = 0;
    local_34 = 0;
    if (0 < iVar1) {
      do {
        iVar2 = *(int *)(*(int *)(this + 0x494) + iVar6);
        if ((((byte)this[0x148] & 2) == 0) &&
           (cVar3 = Templates_IndexRequiresEntityIOFixup(iVar2), cVar3 != '\0')) {
          pcVar5 = (char *)Templates_GetEntityIOFixedMapData(iVar2);
        }
        else {
          Templates_FindByIndex((int)local_30);
          pcVar5 = local_30[0];
          if (local_30[0] == (char *)0x0) {
            pcVar5 = "";
          }
        }
        iVar6 = iVar6 + 0x44;
        local_20[0] = Templates_GetStringSize(iVar2);
        MapEntity_PrecacheEntity(pcVar5,local_20);
        local_34 = local_34 + 1;
      } while (local_34 != iVar1);
    }
  }
  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)