L L4D2node

PhysFrictionEffectPrecache::CResourcePrecacher::Cache

0x00491900 · 105 bytes · __cdecl

_ZN26PhysFrictionEffectPrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b

Decompiled

undefined (4 params)

/* PhysFrictionEffectPrecache::CResourcePrecacher::Cache(IPrecacheHandler*, bool, ResourceList_t__*,
   bool) */

void PhysFrictionEffectPrecache::CResourcePrecacher::Cache
               (IPrecacheHandler *param_1,bool param_2,ResourceList_t__ *param_3,bool param_4)

{
  undefined3 in_stack_00000009;
  undefined3 in_stack_00000011;
  
  (**(code **)*_param_2)(_param_2,4,"impact_physics_dust",(uint)param_3 & 0xff,_param_4,0);
  (**(code **)*_param_2)(_param_2,4,"impact_physics_sparks",(uint)param_3 & 0xff,_param_4,0);
  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)