L L4D2node

CSpitterProjectile::BounceSound

0x0055b810 · 43 bytes · __thiscall

_ZN18CSpitterProjectile11BounceSoundEv

Decompiled

undefined (1 param)

/* CSpitterProjectile::BounceSound() */

void __thiscall CSpitterProjectile::BounceSound(CSpitterProjectile *this)

{
  CBaseEntity::EmitSound((CBaseEntity *)this,"SpitProjectile.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)