L L4D2node

CBaseGrenade::Smoke

0x004124b0 · 446 bytes · __thiscall

_ZN12CBaseGrenade5SmokeEv

Decompiled

undefined (1 param)

/* CBaseGrenade::Smoke() */

void __thiscall CBaseGrenade::Smoke(CBaseGrenade *this)

{
  uint uVar1;
  undefined1 local_64 [16];
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  undefined **local_3c;
  float local_38;
  float local_34;
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_54 = *(float *)(this + 0x2e0);
  local_50 = *(float *)(this + 0x2e4);
  local_4c = *(float *)(this + 0x2e8);
  uVar1 = (**(code **)*enginetrace)(enginetrace,(Vector *)&local_54,0x4030,0);
  if ((uVar1 & 0x4030) == 0) {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)&local_3c);
    local_3c = &PTR__CPVSFilter_00c09bc8;
                    /* try { // try from 0041252b to 0041252f has its CatchHandler @ 0041268e */
    CRecipientFilter::AddRecipientsByPVS((CRecipientFilter *)&local_3c,(Vector *)&local_54);
                    /* try { // try from 0041257d to 00412582 has its CatchHandler @ 00412675 */
    (**(code **)(*(int *)te + 0x80))
              (te,(CRecipientFilter *)&local_3c,0,(Vector *)&local_54,g_sModelIndexSmoke,
               *(float *)(this + 0x1a44) * 0.03,0x18);
    local_3c = &PTR__CPVSFilter_00c09bc8;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)&local_3c);
  }
  else {
    local_3c = (undefined **)(local_54 + 64.0);
    local_48 = local_54 - 64.0;
    local_44 = local_50 - 64.0;
    local_38 = local_50 + 64.0;
    local_40 = local_4c - 64.0;
    local_34 = local_4c + 64.0;
    UTIL_Bubbles((Vector *)&local_48,(Vector *)&local_3c,100);
  }
  CBaseEntity::ThinkSet((_func_void *)local_64,(float)this,(char *)CBaseEntity::SUB_Remove);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(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)