L L4D2node

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 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)