L L4D2node

PhysBreakSound

0x0077dd30 · 52 bytes · __cdecl

_Z14PhysBreakSoundP11CBaseEntityP14IPhysicsObject6Vector

Decompiled

undefined (3 params)

/* PhysBreakSound(CBaseEntity*, IPhysicsObject*, Vector) */

void PhysBreakSound(undefined4 param_1,int *param_2)

{
  ushort uVar1;
  
  if (param_2 != (int *)0x0) {
    uVar1 = (**(code **)(*param_2 + 0x9c))(param_2);
    physicssound::AddBreakSound
              ((CUtlVector *)(g_PhysicsHook + 0x18),(Vector *)&stack0x0000000c,uVar1);
  }
  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)