L L4D2node

CTriggerCDAudio::Use

0x00b1b9c0 · 9 bytes · __cdecl

_ZN15CTriggerCDAudio3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CTriggerCDAudio::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CTriggerCDAudio::Use(CTriggerCDAudio *param_1)

{
  PlayTrack(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)