L L4D2node

CCSWeaponInfo::Precache

0x0043bbb0 · 119 bytes · __thiscall

_ZNK13CCSWeaponInfo8PrecacheEv

Decompiled

undefined (1 param)

/* CCSWeaponInfo::Precache() const */

void __thiscall CCSWeaponInfo::Precache(CCSWeaponInfo *this)

{
  if (this[0x91d] != (CCSWeaponInfo)0x0) {
    CBaseEntity::PrecacheModel((char *)(this + 0x91d));
  }
  if (this[0xa58] != (CCSWeaponInfo)0x0) {
    PrecacheParticleSystem((char *)(this + 0xa58));
  }
  if (this[0xaa8] != (CCSWeaponInfo)0x0) {
    PrecacheParticleSystem((char *)(this + 0xaa8));
  }
  if (this[0xaf8] == (CCSWeaponInfo)0x0) {
    return;
  }
  PrecacheParticleSystem((char *)(this + 0xaf8));
  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)