L L4D2node

CBaseGrenade::SetThrower

0x00415290 · 266 bytes · __thiscall

_ZN12CBaseGrenade10SetThrowerEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CBaseGrenade::SetThrower(CBaseCombatCharacter*) */

void __thiscall CBaseGrenade::SetThrower(CBaseGrenade *this,CBaseCombatCharacter *param_1)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  CBaseCombatCharacter *local_20;
  
  local_20 = (CBaseCombatCharacter *)0x0;
  uVar1 = *(uint *)(this + 0x1a58);
  if (((uVar1 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
    local_20 = *(CBaseCombatCharacter **)(puVar4 + 4);
  }
  puVar4 = g_pEntityList;
  if (param_1 != local_20) {
    if (this[0x6c] == (CBaseGrenade)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
        puVar4 = g_pEntityList;
      }
    }
    else {
      this[0x70] = (CBaseGrenade)((byte)this[0x70] | 1);
      puVar4 = g_pEntityList;
    }
    g_pEntityList = puVar4;
    if (param_1 == (CBaseCombatCharacter *)0x0) {
      *(undefined4 *)(this + 0x1a58) = 0xffffffff;
    }
    else {
      puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      puVar4 = g_pEntityList;
      *(undefined4 *)(this + 0x1a58) = *puVar3;
    }
  }
  uVar1 = *(uint *)(this + 0x1a5c);
  if (((uVar1 == 0xffffffff) ||
      (puVar4 = puVar4 + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
     ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))) {
    if (param_1 != (CBaseCombatCharacter *)0x0) {
      puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      *(undefined4 *)(this + 0x1a5c) = *puVar3;
      return;
    }
    *(undefined4 *)(this + 0x1a5c) = 0xffffffff;
  }
  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)