L L4D2node

CPipeBombProjectile::Precache

0x00553710 · 131 bytes · __thiscall

_ZN19CPipeBombProjectile8PrecacheEv

Decompiled

undefined (1 param)

/* CPipeBombProjectile::Precache() */

void __thiscall CPipeBombProjectile::Precache(CPipeBombProjectile *this)

{
  CBaseEntity::PrecacheModel("models/w_models/Weapons/w_eq_pipebomb.mdl");
  CBaseEntity::PrecacheScriptSound("PipeBomb.Bounce");
  CBaseEntity::PrecacheScriptSound("PipeBomb.TimerBeep");
  PrecacheParticleSystem("weapon_pipebomb");
  PrecacheParticleSystem("weapon_pipebomb_dirt");
  PrecacheParticleSystem("weapon_pipebomb_water");
  PrecacheParticleSystem("weapon_pipebomb_water_splash");
  PrecacheParticleSystem("weapon_pipebomb_fuse");
  PrecacheParticleSystem("weapon_pipebomb_blinking_light");
  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)