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 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.