L L4D2node

Hunter::Precache

0x00a8fff0 · 836 bytes · __thiscall

_ZN6Hunter8PrecacheEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Hunter::Precache() */

void __thiscall Hunter::Precache(Hunter *this)

{
  uint *puVar1;
  int iVar2;
  char cVar3;
  KeyValues *this_00;
  char *pcVar4;
  int iVar5;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (_towlower == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(_towlower + 0x50))
              (_towlower,&local_24,0,0,0,0,
               "/data/src/game/server/terror/zombieplayerbot/hunter/hunter.cpp",99,
               &Precache()::tm_fmt,"(%s)%s","ZOMBIE","Hunter::Precache");
    local_10 = _towlower;
  }
  iVar2 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
                    /* try { // try from 00a901de to 00a9023e has its CatchHandler @ 00a90370 */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar5 = ThreadGetCurrentId(), iVar2 == iVar5)) {
    if ((char *)*_DAT_0105d15c != "Hunter::Precache") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xd3001a,(char *)0x0,0xc0db47);
    }
    puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
    *puVar1 = *puVar1 | 4;
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
                    /* try { // try from 00a900a6 to 00a9016f has its CatchHandler @ 00a9034f */
  CTerrorPlayer::Precache((CTerrorPlayer *)this);
  if ((*(char **)(this + 0x7c) != "player") &&
     (cVar3 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"player"), cVar3 == '\0')) {
    CBaseEntity::PrecacheScriptSound("HunterZombie.LungeLand");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Pounce");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Lunge");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Pounce.Cancel");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Pounce.FlyLoop");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Pounce.Miss");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Growl");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Warn");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Alert");
    CBaseEntity::PrecacheScriptSound("HunterZombie.Pain");
    this_00 = (KeyValues *)CTerrorGameRules::GetMissionCurrentMap((KeyValues **)0x0);
    iVar2 = _DAT_0105db00;
    if ((this_00 != (KeyValues *)0x0) &&
       ((pcVar4 = (char *)KeyValues::GetString(this_00,"HunterArmsVariant",""),
        iVar2 = _DAT_0105db00, pcVar4 != (char *)0x0 && (*pcVar4 != '\0')))) {
                    /* try { // try from 00a9033b to 00a9033f has its CatchHandler @ 00a9034f */
      CBaseEntity::PrecacheModel(pcVar4);
      iVar2 = _DAT_0105db00;
    }
    _DAT_0105db00 = iVar2;
    if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
       (iVar5 = ThreadGetCurrentId(), iVar2 == iVar5)) {
      cVar3 = CVProfNode::ExitScope();
      if (cVar3 != '\0') {
        _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
      }
      DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
    }
    if (local_10 != 0) {
      (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
    }
    return;
  }
  iVar2 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar5 = ThreadGetCurrentId(), iVar2 == iVar5)) {
    cVar3 = CVProfNode::ExitScope();
    if (cVar3 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_10 == 0) {
    return;
  }
  (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
  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)