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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.