L L4D2node

CBaseGrenade::PreDetonate

0x00412310 · 180 bytes · __thiscall

_ZN12CBaseGrenade11PreDetonateEv

Decompiled

undefined (1 param)

/* CBaseGrenade::PreDetonate() */

void __thiscall CBaseGrenade::PreDetonate(CBaseGrenade *this)

{
  undefined1 local_14 [12];
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  CSoundEnt::InsertSound
            (8,(Vector *)(this + 0x2e0),400,1.5,(CBaseEntity *)this,0,(CBaseEntity *)0x0);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x56d);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.5,(char *)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)