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 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.