L L4D2node

CPropVehicleDriveable::Precache

0x00b32f60 · 99 bytes · __thiscall

_ZN21CPropVehicleDriveable8PrecacheEv

Decompiled

undefined (1 param)

/* CPropVehicleDriveable::Precache() */

void __thiscall CPropVehicleDriveable::Precache(CPropVehicleDriveable *this)

{
  char *pcVar1;
  CBaseServerVehicle *this_00;
  
  CBaseProp::Precache((CBaseProp *)this);
  CFourWheelVehiclePhysics::Precache();
  this_00 = *(CBaseServerVehicle **)(this + 0x1554);
  if (this_00 == (CBaseServerVehicle *)0x0) {
    (**(code **)(*(int *)this + 0x3bc))(this);
    this_00 = *(CBaseServerVehicle **)(this + 0x1554);
    if (this_00 == (CBaseServerVehicle *)0x0) {
      return;
    }
  }
  pcVar1 = "";
  if (*(char **)(this + 0x1534) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x1534);
  }
  CBaseServerVehicle::Initialize(this_00,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)