L L4D2node

PrecacheTransitionedWeaponSpawnModels

0x00863ae0 · 88 bytes · unknown

_Z37PrecacheTransitionedWeaponSpawnModelsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* PrecacheTransitionedWeaponSpawnModels() */

void PrecacheTransitionedWeaponSpawnModels(void)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < DAT_00ffc7f8) {
    do {
      iVar1 = *(int *)(g_SavedWeaponSpawns + iVar3 * 4);
      if (iVar1 != 0) {
        pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(iVar1 + 4),"model","");
        CBaseEntity::PrecacheModel(pcVar2);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_00ffc7f8);
  }
  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)