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 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.