L L4D2node

CSceneEntity::Precache

0x008199c0 · 82 bytes · __thiscall

_ZN12CSceneEntity8PrecacheEv

Decompiled

undefined (1 param)

/* CSceneEntity::Precache() */

void __thiscall CSceneEntity::Precache(CSceneEntity *this)

{
  char *pcVar1;
  
  if ((this[0x6f9] == (CSceneEntity)0x0) && (*(char **)(this + 0x444) != (char *)0x0)) {
    pcVar1 = *(char **)(this + 0x444);
    if (*(char **)(this + 0x448) != (char *)0x0) {
      PrecacheInstancedScene(*(char **)(this + 0x448));
      pcVar1 = "";
      if (*(char **)(this + 0x444) != (char *)0x0) {
        pcVar1 = *(char **)(this + 0x444);
      }
    }
    PrecacheInstancedScene(pcVar1);
    return;
  }
  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)