L L4D2node

CBasePlatTrain::Precache

0x00b08ca0 · 104 bytes · __thiscall

_ZN14CBasePlatTrain8PrecacheEv

Decompiled

undefined (1 param)

/* CBasePlatTrain::Precache() */

void __thiscall CBasePlatTrain::Precache(CBasePlatTrain *this)

{
  char *pcVar1;
  
  UTIL_ValidateSoundName((string_t *)(this + 0x4b8),"Plat.DefaultMoving");
  UTIL_ValidateSoundName((string_t *)(this + 0x4bc),"Plat.DefaultArrive");
  pcVar1 = *(char **)(this + 0x4b8);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  CBaseEntity::PrecacheScriptSound(pcVar1);
  pcVar1 = "";
  if (*(char **)(this + 0x4bc) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x4bc);
  }
  CBaseEntity::PrecacheScriptSound(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)