L L4D2node

UTIL_PrecacheDecal

0x00b28fd0 · 95 bytes · __cdecl

_Z18UTIL_PrecacheDecalPKcb

Decompiled

undefined (2 params)

/* UTIL_PrecacheDecal(char const*, bool) */

void UTIL_PrecacheDecal(char *param_1,bool param_2)

{
  char cVar1;
  
  cVar1 = CBaseEntity::IsPrecacheAllowed();
  if (cVar1 == '\0') {
    cVar1 = (**(code **)(*engine + 0x28))(engine,param_1);
    if (cVar1 == '\0') {
      Warning("Late precache of %s\n",param_1);
    }
  }
  (**(code **)(*engine + 0x1c))(engine,param_1,param_2);
  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)