L L4D2node

EffectsPrecachePrecache::CResourcePrecacher::Cache

0x0066b800 · 285 bytes · __thiscall

_ZN23EffectsPrecachePrecache18CResourcePrecacher5CacheEP16IPrecacheHandlerbP16ResourceList_t__b

Decompiled

undefined (5 params)

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

void __thiscall
EffectsPrecachePrecache::CResourcePrecacher::Cache
          (CResourcePrecacher *this,IPrecacheHandler *param_1,bool param_2,ResourceList_t__ *param_3
          ,bool param_4)

{
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Underwater.BulletImpact",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"FX_RicochetSound.Ricochet",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Physics.WaterSplash",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"BaseExplosionEffect.Sound",param_2,param_3,0);
  (*(code *)**(undefined4 **)param_1)(param_1,3,"Splash.SplashSound",param_2,param_3,0);
  if ((!param_4) && (1 < *(int *)(gpGlobals + 0x14))) {
    (*(code *)**(undefined4 **)param_1)(param_1,3,"HudChat.Message",param_2,param_3,0);
  }
  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)