L L4D2node

CPhysicsProp::Precache

0x007fd170 · 280 bytes · __thiscall

_ZN12CPhysicsProp8PrecacheEv

Decompiled

undefined (1 param)

/* CPhysicsProp::Precache() */

void __thiscall CPhysicsProp::Precache(CPhysicsProp *this)

{
  char *pcVar1;
  undefined1 *puVar2;
  double dVar3;
  double dVar4;
  char *local_10;
  
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  if (local_10 != (char *)0x0) {
    (**(code **)(*(int *)this + 0x20))(&local_10,this);
    pcVar1 = "";
    if (local_10 != (char *)0x0) {
      pcVar1 = local_10;
    }
    CBaseEntity::PrecacheModel(pcVar1);
    CBreakableProp::Precache((CBreakableProp *)this);
    return;
  }
  if (((byte)this[0x14d] & 8) == 0) {
    dVar4 = (double)*(float *)(this + 0x2e8);
  }
  else {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    dVar4 = (double)*(float *)(this + 0x2e8);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      dVar3 = (double)*(float *)(this + 0x2e4);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      goto LAB_007fd1ef;
    }
  }
  dVar3 = (double)*(float *)(this + 0x2e4);
LAB_007fd1ef:
  puVar2 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar2 = *(undefined1 **)(this + 0x7c);
  }
  Msg("%s at (%.3f, %.3f, %.3f) has no model name!\n",puVar2,(double)*(float *)(this + 0x2e0),dVar3,
      dVar4);
  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)