L L4D2node

CPipeBombProjectile::Spawn

0x005536c0 · 75 bytes · __thiscall

_ZN19CPipeBombProjectile5SpawnEv

Decompiled

undefined (1 param)

/* CPipeBombProjectile::Spawn() */

void __thiscall CPipeBombProjectile::Spawn(CPipeBombProjectile *this)

{
  int iVar1;
  
  (**(code **)(*(int *)this + 0x70))(this,"models/w_models/Weapons/w_eq_pipebomb.mdl");
  iVar1 = gpGlobals;
  *(undefined4 *)(this + 0x1a78) = *(undefined4 *)(PipeBombInitialBeepInterval._28_4_ + 0x2c);
  *(undefined4 *)(this + 0x1a74) = *(undefined4 *)(iVar1 + 0xc);
  CBaseCSGrenadeProjectile::Spawn((CBaseCSGrenadeProjectile *)this);
  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)