L L4D2node

CPipeBombProjectile::BounceTouch

0x005537d0 · 65 bytes · __thiscall

_ZN19CPipeBombProjectile11BounceTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPipeBombProjectile::BounceTouch(CBaseEntity*) */

void __thiscall CPipeBombProjectile::BounceTouch(CPipeBombProjectile *this,CBaseEntity *param_1)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = CBaseEntity::GetTouchTrace();
  piVar1 = *(int **)(iVar2 + 0x4c);
  if (piVar1 != (int *)0x0) {
    iVar2 = (**(code **)(*piVar1 + 0x144))(piVar1);
    if (iVar2 != 0) {
      return;
    }
  }
  CBaseGrenade::BounceTouch((CBaseGrenade *)this,param_1);
  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)