L L4D2node

weapon_sniper_scoutPrecache::CResourcePrecacher::Cache

0x0055ad70 · 95 bytes · __thiscall

_ZN27weapon_sniper_scoutPrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b

Decompiled

undefined (5 params)

/* weapon_sniper_scoutPrecache::CResourcePrecacher::Cache(IPrecacheHandler*, bool,
   ResourceList_t__*, bool) */

void __thiscall
weapon_sniper_scoutPrecache::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_sniper_scout");
    if (cVar1 != '\0') {
      (*(code *)**(undefined4 **)param_1)(param_1,5,"weapon_sniper_scout",param_2,param_3,0);
      return;
    }
  }
  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)