L L4D2node

CPipeBombProjectile::BounceSound

0x005537a0 · 43 bytes · __thiscall

_ZN19CPipeBombProjectile11BounceSoundEv

Decompiled

undefined (1 param)

/* CPipeBombProjectile::BounceSound() */

void __thiscall CPipeBombProjectile::BounceSound(CPipeBombProjectile *this)

{
  CBaseEntity::EmitSound((CBaseEntity *)this,"PipeBomb.Bounce",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)