L L4D2node

CInferno::Precache

0x008c6750 · 197 bytes · __thiscall

_ZN8CInferno8PrecacheEv

Decompiled

undefined (1 param)

/* CInferno::Precache() */

void __thiscall CInferno::Precache(CInferno *this)

{
  int iVar1;
  char *pcVar2;
  
  CBaseEntity::PrecacheScriptSound("Inferno.Start");
  CBaseEntity::PrecacheScriptSound("Inferno.StartSweeten");
  CBaseEntity::PrecacheScriptSound("Inferno.Loop");
  CBaseEntity::PrecacheScriptSound("Inferno.Fire.Ignite");
  CBaseEntity::PrecacheScriptSound("Inferno.FadeOut");
  CBaseEntity::PrecacheScriptSound("SpitterZombie.Acid");
  CBaseEntity::PrecacheScriptSound("SpitterZombie.Acid.fadeout");
  CBaseEntity::PrecacheScriptSound("FireworksCrate.Start");
  CBaseEntity::PrecacheScriptSound("FireworksCrate.Stop");
  iVar1 = (**(code **)(*(int *)this + 0x330))(this);
  if (iVar1 != 0) {
    pcVar2 = (char *)(**(code **)(*(int *)this + 0x330))(this);
    PrecacheParticleSystem(pcVar2);
  }
  iVar1 = (**(code **)(*(int *)this + 0x334))(this);
  if (iVar1 != 0) {
    pcVar2 = (char *)(**(code **)(*(int *)this + 0x334))(this);
    PrecacheParticleSystem(pcVar2);
    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)