L L4D2node

PhysCollisionSound

0x0077c8a0 · 73 bytes · __cdecl

_Z18PhysCollisionSoundP11CBaseEntityP14IPhysicsObjectiiiff

Decompiled

undefined (7 params)

/* PhysCollisionSound(CBaseEntity*, IPhysicsObject*, int, int, int, float, float) */

void PhysCollisionSound(CBaseEntity *param_1,IPhysicsObject *param_2,int param_3,int param_4,
                       int param_5,float param_6,float param_7)

{
  float fVar1;
  
  if ((0.05 <= param_6) && (70.0 <= param_7)) {
    fVar1 = param_7 * param_7 * 9.765625e-06;
    if (1.0 <= fVar1) {
      fVar1 = 1.0;
    }
    PhysicsImpactSound(param_1,param_2,param_3,param_4,param_5,fVar1,param_7);
    return;
  }
  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)