L L4D2node

CFuncTrackTrain::Precache

0x00b08d20 · 115 bytes · __thiscall

_ZN15CFuncTrackTrain8PrecacheEv

Decompiled

undefined (1 param)

/* CFuncTrackTrain::Precache() */

void __thiscall CFuncTrackTrain::Precache(CFuncTrackTrain *this)

{
  if (*(float *)(this + 0x470) == 0.0) {
    *(undefined4 *)(this + 0x470) = 0x3f800000;
  }
  if (*(char **)(this + 0x48c) != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x48c));
  }
  if (*(char **)(this + 0x490) != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x490));
  }
  if (*(char **)(this + 0x494) != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x494));
  }
  if (*(char **)(this + 0x498) != (char *)0x0) {
    CBaseEntity::PrecacheScriptSound(*(char **)(this + 0x498));
    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)