L L4D2node

CWeaponSpawn::Precache

0x008db050 · 52 bytes · __thiscall

_ZN12CWeaponSpawn8PrecacheEv

Decompiled

undefined (1 param)

/* CWeaponSpawn::Precache() */

void __thiscall CWeaponSpawn::Precache(CWeaponSpawn *this)

{
  char *pcVar1;
  
  PrecacheTransitionedWeaponSpawnModels();
  pcVar1 = (char *)(**(code **)(*(int *)this + 0x3c8))(this);
  if (*pcVar1 != '\0') {
    CBaseEntity::PrecacheModel(pcVar1);
  }
  CItem::Precache();
  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)