weapon_shotgun_chromePrecache::CResourcePrecacher::Cache
0x00558390 · 95 bytes · __thiscall
_ZN29weapon_shotgun_chromePrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b
Decompiled
undefined (5 params)
/* weapon_shotgun_chromePrecache::CResourcePrecacher::Cache(IPrecacheHandler*, bool,
ResourceList_t__*, bool) */
void __thiscall
weapon_shotgun_chromePrecache::CResourcePrecacher::Cache
(CResourcePrecacher *this,IPrecacheHandler *param_1,bool param_2,ResourceList_t__ *param_3
,bool param_4)
{
char cVar1;
if (!param_4) {
cVar1 = CTerrorGameRules::IsWeaponPrecacheAllowed("weapon_shotgun_chrome");
if (cVar1 != '\0') {
(*(code *)**(undefined4 **)param_1)(param_1,5,"weapon_shotgun_chrome",param_2,param_3,0);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.