CSpitterProjectile::Precache
0x0055b7c0 · 71 bytes · __thiscall
_ZN18CSpitterProjectile8PrecacheEv
Decompiled
undefined (1 param)
/* CSpitterProjectile::Precache() */
void __thiscall CSpitterProjectile::Precache(CSpitterProjectile *this)
{
CBaseEntity::PrecacheModel("models/infected/limbs/exploded_boomer_steak1.mdl");
CBaseEntity::PrecacheScriptSound("Flies.Swarm");
CBaseEntity::PrecacheScriptSound("SpitProjectile.Bounce");
PrecacheParticleSystem("spitter_projectile");
CBaseCSGrenadeProjectile::Precache((CBaseCSGrenadeProjectile *)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.