CWeaponCSBase::Precache
0x004418f0 · 66 bytes · __thiscall
_ZN13CWeaponCSBase8PrecacheEv
Decompiled
undefined (1 param)
/* CWeaponCSBase::Precache() */
void __thiscall CWeaponCSBase::Precache(CWeaponCSBase *this)
{
CBaseCombatWeapon::Precache((CBaseCombatWeapon *)this);
CBaseEntity::PrecacheScriptSound("Default.Zoom");
PrecacheEffect("CS_MuzzleFlash_X");
PrecacheEffect("CS_MuzzleFlash");
PrecacheEffect("gunshotsplash");
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.