L L4D2node

CBaseGrenade::SlideTouch

0x00414b50 · 127 bytes · __thiscall

_ZN12CBaseGrenade10SlideTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseGrenade::SlideTouch(CBaseEntity*) */

void __thiscall CBaseGrenade::SlideTouch(CBaseGrenade *this,CBaseEntity *param_1)

{
  float fVar1;
  CBaseEntity *pCVar2;
  
  pCVar2 = (CBaseEntity *)GetThrower(this);
  if (pCVar2 != param_1) {
    if (((byte)this[0x150] & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x00414bb1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x574))();
      return;
    }
    if (((byte)this[0x14d] & 0x10) == 0) {
      fVar1 = *(float *)(this + 0x274);
    }
    else {
      CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
      fVar1 = *(float *)(this + 0x274);
    }
    if ((fVar1 == 0.0) && (((byte)this[0x14d] & 0x10) != 0)) {
      CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
      return;
    }
  }
  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)