CPropMountedGun::Precache
0x0054d940 · 131 bytes · __thiscall
_ZN15CPropMountedGun8PrecacheEv
Decompiled
undefined (1 param)
/* CPropMountedGun::Precache() */
void __thiscall CPropMountedGun::Precache(CPropMountedGun *this)
{
CBaseEntity::PrecacheScriptSound("50cal.fire");
CBaseEntity::PrecacheScriptSound("Default.ClipEmpty_Rifle");
CBaseEntity::PrecacheModel("models/w_models/weapons/50cal.mdl");
PrecacheEffect("ParticleTracer");
PrecacheParticleSystem("weapon_tracers");
PrecacheParticleSystem("weapon_muzzle_flash_50cal");
PrecacheParticleSystem("weapon_shell_casing_50cal");
PrecacheParticleSystem("weapon_tracers_50cal");
PrecacheParticleSystem("weapon_tracers_50cal_low");
CBreakableProp::Precache((CBreakableProp *)this);
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.