CTerrorWeapon::Precache
0x00574f40 · 102 bytes · __thiscall
_ZN13CTerrorWeapon8PrecacheEv
Decompiled
undefined (1 param)
/* CTerrorWeapon::Precache() */
void __thiscall CTerrorWeapon::Precache(CTerrorWeapon *this)
{
char cVar1;
int *piVar2;
CWeaponCSBase::Precache((CWeaponCSBase *)this);
PrecacheEffect("ExplosionForce");
cVar1 = CBaseEntity::IsPrecacheAllowed();
if (cVar1 == '\0') {
return;
}
piVar2 = (int *)CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this);
(**(code **)(*piVar2 + 4))(piVar2);
PrecacheParticleSystem("weapon_laser_sight");
PrecacheParticleSystem("weapon_laser_sight_FP");
PrecacheParticleSystem("weapon_laser_sight_worldmodel");
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.