L L4D2node

UTIL_PrecacheOther

0x00b2d960 · 264 bytes · __cdecl

_Z18UTIL_PrecacheOtherPKcS0_

Decompiled

undefined (2 params)

/* UTIL_PrecacheOther(char const*, char const*) */

void UTIL_PrecacheOther(char *param_1,char *param_2)

{
  CBaseEdict *this;
  char cVar1;
  CBaseEntity *this_00;
  undefined1 *puVar2;
  int iVar3;
  int iVar4;
  undefined1 *local_10;
  
  cVar1 = CPrecacheOtherList::AddOrMarkPrecached(g_PrecacheOtherList);
  if (cVar1 == '\0') {
    return;
  }
  this_00 = (CBaseEntity *)CreateEntityByName(param_1,-1,true);
  if (this_00 != (CBaseEntity *)0x0) {
    if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
      AllocPooledString((char *)&local_10);
      *(undefined1 **)(this_00 + 0x260) = local_10;
      CBaseEntity::DispatchUpdateTransmitState(this_00);
      puVar2 = &DAT_00d539c2;
      if (local_10 != (undefined1 *)0x0) {
        puVar2 = local_10;
      }
      iVar3 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar2);
      if (iVar3 != *(int *)(this_00 + 0xf4)) {
        if (this_00[0x6c] == (CBaseEntity)0x0) {
          this = *(CBaseEdict **)(this_00 + 0x30);
          if (this != (CBaseEdict *)0x0) {
            *(uint *)this = *(uint *)this | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(this);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
        }
        else {
          this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
        }
        *(int *)(this_00 + 0xf4) = iVar3;
      }
    }
    cVar1 = (**(code **)(*(int *)this_00 + 0x68))(this_00);
    if (cVar1 != '\0') {
      (**(code **)(*(int *)this_00 + 0x6c))(this_00);
    }
    UTIL_RemoveImmediate(this_00);
    return;
  }
  Warning();
  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)