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 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.