L L4D2node

CPropMinigun::Precache

0x00547810 · 95 bytes · __thiscall

_ZN12CPropMinigun8PrecacheEv

Decompiled

undefined (1 param)

/* CPropMinigun::Precache() */

void __thiscall CPropMinigun::Precache(CPropMinigun *this)

{
  CBaseEntity::PrecacheScriptSound("Minigun.SpinUp");
  CBaseEntity::PrecacheScriptSound("Minigun.Fire");
  CBaseEntity::PrecacheScriptSound("Minigun.SpinDown");
  CBaseEntity::PrecacheModel("models/w_models/weapons/w_minigun.mdl");
  PrecacheEffect("ParticleTracer");
  PrecacheParticleSystem("weapon_tracers");
  CBreakableProp::Precache((CBreakableProp *)this);
  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)