WeaponResourcesPrecache::CResourcePrecacher::Cache
0x005fdc30 · 300 bytes · __cdecl
_ZN23WeaponResourcesPrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b
Decompiled
undefined (4 params)
/* WeaponResourcesPrecache::CResourcePrecacher::Cache(IPrecacheHandler*, bool, ResourceList_t__*,
bool) */
void WeaponResourcesPrecache::CResourcePrecacher::Cache
(IPrecacheHandler *param_1,bool param_2,ResourceList_t__ *param_3,bool param_4)
{
uint uVar1;
undefined3 in_stack_00000009;
undefined3 in_stack_00000011;
uVar1 = (uint)param_3 & 0xff;
(**(code **)*_param_2)(_param_2,2,"sprites/zerogxplode.vmt",uVar1,_param_4,&g_sModelIndexFireball)
;
(**(code **)*_param_2)(_param_2,2,"sprites/steam1.vmt",uVar1,_param_4,&g_sModelIndexSmoke);
(**(code **)*_param_2)(_param_2,2,"sprites/bubble.vmt",uVar1,_param_4,&g_sModelIndexBubbles);
(**(code **)*_param_2)(_param_2,2,"sprites/laserbeam.vmt",uVar1,_param_4,&g_sModelIndexLaser);
(**(code **)*_param_2)(_param_2,2,"effects/bubble.vmt",uVar1,_param_4,0);
(**(code **)*_param_2)(_param_2,3,"BaseCombatWeapon.WeaponDrop",uVar1,_param_4,0);
(**(code **)*_param_2)(_param_2,3,"BaseCombatWeapon.WeaponMaterialize",uVar1,_param_4,0);
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.