L L4D2node

CBaseGrenade::NetworkStateChanged_m_vecVelocity

0x00415930 · 77 bytes · __thiscall

_ZN12CBaseGrenade33NetworkStateChanged_m_vecVelocityEv

Decompiled

undefined (1 param)

/* CBaseGrenade::NetworkStateChanged_m_vecVelocity() */

void __thiscall CBaseGrenade::NetworkStateChanged_m_vecVelocity(CBaseGrenade *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  int iVar2;
  
  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;
    }
  }
  else {
    this[0x70] = (CBaseGrenade)((byte)this[0x70] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = uVar1;
  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)