L L4D2node

OnStartLaserSight

0x0051ea20 · 55 bytes · __cdecl

_Z17OnStartLaserSightP13CTerrorWeapon

Decompiled

undefined (1 param)

/* OnStartLaserSight(CTerrorWeapon*) */

void OnStartLaserSight(CTerrorWeapon *param_1)

{
  CBaseEntity *this;
  
  this = (CBaseEntity *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)param_1);
  if (this != (CBaseEntity *)0x0) {
    CBaseEntity::EmitSound(this,"Player.LaserOn",0.0,(float *)0x0);
  }
  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)