L L4D2node

CBaseGrenade::CBaseGrenade

0x004153b0 · 273 bytes · __thiscall

_ZN12CBaseGrenadeC2Ev

Decompiled

undefined (1 param)

/* CBaseGrenade::CBaseGrenade() */

void __thiscall CBaseGrenade::CBaseGrenade(CBaseGrenade *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseCombatCharacter::CBaseCombatCharacter((CBaseCombatCharacter *)this);
  *(undefined ***)this = &PTR__CBaseGrenade_00c09c88;
  *(undefined ***)(this + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c0a218;
  *(undefined4 *)(this + 0x1a58) = 0xffffffff;
  *(undefined4 *)(this + 0x1a5c) = 0xffffffff;
  if (this[0x1a41] != (CBaseGrenade)0x0) {
    if (this[0x6c] == (CBaseGrenade)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseGrenade)((byte)this[0x70] | 1);
    }
    this[0x1a41] = (CBaseGrenade)0x0;
  }
  if (*(float *)(this + 0x1a44) != 100.0) {
    if (this[0x6c] == (CBaseGrenade)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseGrenade)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1a44) = 0x42c80000;
  }
  this[0x1a40] = (CBaseGrenade)0x0;
  *(undefined4 *)(this + 0x1a48) = 0;
  if (this[0x2f9] == (CBaseGrenade)0x0) {
    if (this[0x6c] == (CBaseGrenade)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 00415439 to 004154a2 has its CatchHandler @ 004154d9 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseGrenade)((byte)this[0x70] | 1);
    }
    this[0x2f9] = (CBaseGrenade)0x1;
  }
  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)