L L4D2node

CFuncPlat::Precache

0x00b0b700 · 136 bytes · __thiscall

_ZN9CFuncPlat8PrecacheEv

Decompiled

undefined (1 param)

/* CFuncPlat::Precache() */

void __thiscall CFuncPlat::Precache(CFuncPlat *this)

{
  int iVar1;
  int *piVar2;
  char cVar3;
  CBaseEntity *this_00;
  CFuncPlat *pCVar4;
  uint in_stack_ffffffe8;
  
  CBasePlatTrain::Precache((CBasePlatTrain *)this);
  cVar3 = (**(code **)(*(int *)this + 0x328))(this);
  if (cVar3 != '\0') {
    return;
  }
  iVar1 = *(int *)(this + 0x30);
  this_00 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000444,in_stack_ffffffe8);
                    /* try { // try from 00b0b74c to 00b0b750 has its CatchHandler @ 00b0b78f */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CPlatTrigger_00d3d168;
  CBaseEntity::PostConstructor(this_00,"plat_trigger");
  pCVar4 = (CFuncPlat *)0x0;
  if ((iVar1 != 0) &&
     (piVar2 = *(int **)(iVar1 + 0xc), pCVar4 = (CFuncPlat *)0x0, piVar2 != (int *)0x0)) {
    pCVar4 = (CFuncPlat *)(**(code **)(*piVar2 + 0x18))(piVar2);
  }
  CPlatTrigger::SpawnInsideTrigger((CPlatTrigger *)this_00,pCVar4);
  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)