L L4D2node

CMolotovProjectile::Precache

0x0054c770 · 83 bytes · __thiscall

_ZN18CMolotovProjectile8PrecacheEv

Decompiled

undefined (1 param)

/* CMolotovProjectile::Precache() */

void __thiscall CMolotovProjectile::Precache(CMolotovProjectile *this)

{
  CBaseEntity::PrecacheModel("models/w_models/weapons/w_eq_molotov.mdl");
  CBaseEntity::PrecacheScriptSound("Molotov.Throw");
  CBaseEntity::PrecacheScriptSound("Molotov.Loop");
  PrecacheParticleSystem("weapon_molotov_thrown");
  PrecacheParticleSystem("weapon_molotov_held");
  CBaseCSGrenadeProjectile::Precache((CBaseCSGrenadeProjectile *)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)