L L4D2node

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 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)