L L4D2node

CGameRules::Precache

0x0045ec80 · 139 bytes · __cdecl

_ZN10CGameRules8PrecacheEv

Decompiled

undefined (0 params)

/* CGameRules::Precache() */

void CGameRules::Precache(void)

{
  PrecacheEffect("ParticleEffect");
  PrecacheEffect("ParticleEffectStop");
  PrecacheEffect("GlassImpact");
  PrecacheEffect("Impact");
  PrecacheEffect("RagdollImpact");
  PrecacheEffect("gunshotsplash");
  PrecacheEffect("TracerSound");
  PrecacheEffect("Tracer");
  PrecacheEffect("watersplash");
  PrecacheEffect("waterripple");
  PrecacheEffect("bloodimpact");
  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)