L L4D2node

CPipeBombProjectile::BeepThink

0x00553870 · 197 bytes · __thiscall

_ZN19CPipeBombProjectile9BeepThinkEv

Decompiled

undefined (1 param)

/* CPipeBombProjectile::BeepThink() */

void __thiscall CPipeBombProjectile::BeepThink(CPipeBombProjectile *this)

{
  float fVar1;
  undefined4 uVar2;
  float fVar3;
  undefined1 local_14 [12];
  
  if (((byte)this[0x14c] & 1) != 0) {
    return;
  }
  CBaseEntity::EmitSound
            ((CBaseEntity *)this,"PipeBomb.TimerBeep",*(float *)(this + 0x1a74),(float *)0x0);
  uVar2 = PipeBombBeepMinInterval._28_4_;
  fVar3 = *(float *)(this + 0x1a78) - *(float *)(PipeBombBeepIntervalDelta._28_4_ + 0x2c);
  *(float *)(this + 0x1a78) = fVar3;
  fVar1 = *(float *)(uVar2 + 0x2c);
  if (fVar3 < fVar1) {
    *(float *)(this + 0x1a78) = fVar1;
    fVar3 = fVar1;
  }
  *(float *)(this + 0x1a74) = *(float *)(this + 0x1a74) + fVar3;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)BeepThink);
  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)