L L4D2node

CBaseResourcePrecacher::RegisterAll

0x00bd7910 · 51 bytes · __cdecl

_ZN22CBaseResourcePrecacher11RegisterAllEv

Decompiled

undefined (0 params)

/* CBaseResourcePrecacher::RegisterAll() */

void CBaseResourcePrecacher::RegisterAll(void)

{
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  do {
    iVar2 = iVar1 + 1;
    (**(code **)(*g_pPrecacheSystem + 0x1c))(g_pPrecacheSystem,(&sm_pFirst)[iVar1],iVar1);
    iVar1 = iVar2;
  } while (iVar2 != 5);
  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)