L L4D2node

CFuelBarrelProp::Precache

0x009054d0 · 133 bytes · __thiscall

_ZN15CFuelBarrelProp8PrecacheEv

Decompiled

undefined (1 param)

/* CFuelBarrelProp::Precache() */

void __thiscall CFuelBarrelProp::Precache(CFuelBarrelProp *this)

{
  int iVar1;
  
  CPhysicsProp::Precache((CPhysicsProp *)this);
  if (*(char **)(this + 0x1688) != (char *)0x0) {
    CBaseEntity::PrecacheModel(*(char **)(this + 0x1688));
  }
  iVar1 = 0;
  do {
    if (*(char **)(this + iVar1 * 4 + 0x168c) != (char *)0x0) {
      CBaseEntity::PrecacheModel(*(char **)(this + iVar1 * 4 + 0x168c));
    }
    iVar1 = iVar1 + 1;
  } while (iVar1 != 4);
  if (*(char **)(this + 0x169c) != (char *)0x0) {
    PrecacheParticleSystem(*(char **)(this + 0x169c));
  }
  if (*(char **)(this + 0x16a0) != (char *)0x0) {
    PrecacheParticleSystem(*(char **)(this + 0x16a0));
  }
  if (*(char **)(this + 0x16a4) != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x16a4));
    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)