ClientGamePrecache
0x0096ee80 · 104 bytes · unknown
_Z18ClientGamePrecachev
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ClientGamePrecache() */
void ClientGamePrecache(void)
{
CBaseEntity::PrecacheModel("sprites/white.vmt");
CBaseEntity::PrecacheScriptSound("Bounce.PistolShell");
CBaseEntity::PrecacheScriptSound("Bounce.RifleShell");
CBaseEntity::PrecacheScriptSound("Bounce.ShotgunShell");
(**(code **)(*engine + 0x150))(engine,"scripts/dsp_presets.txt");
(**(code **)(*engine + 0x150))(engine,"scripts/instructor_lessons.txt");
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.