L L4D2node

CBaseUpgradeItem::Precache

0x00a07da0 · 29 bytes · __thiscall

_ZN16CBaseUpgradeItem8PrecacheEv

Decompiled

undefined (1 param)

/* CBaseUpgradeItem::Precache() */

void __thiscall CBaseUpgradeItem::Precache(CBaseUpgradeItem *this)

{
  char *pcVar1;
  
  pcVar1 = (char *)(**(code **)(*(int *)this + 0x3c8))(this);
  CBaseEntity::PrecacheModel(pcVar1);
  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)