L L4D2node

CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity

0x0042d690 · 150 bytes · __thiscall

_ZN24CBaseCSGrenadeProjectile38SetupInitialTransmittedGrenadeVelocityERK6Vector

Decompiled

undefined (2 params)

/* CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity(Vector const&) */

void __thiscall
CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity
          (CBaseCSGrenadeProjectile *this,Vector *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  float fVar2;
  
  fVar2 = *(float *)param_1;
  if (((fVar2 == *(float *)(this + 0x1a60)) &&
      (*(float *)(param_1 + 4) == *(float *)(this + 0x1a64))) &&
     (*(float *)(param_1 + 8) == *(float *)(this + 0x1a68))) {
    return;
  }
  if (this[0x6c] == (CBaseCSGrenadeProjectile)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
      fVar2 = *(float *)param_1;
    }
  }
  else {
    this[0x70] = (CBaseCSGrenadeProjectile)((byte)this[0x70] | 1);
    fVar2 = *(float *)param_1;
  }
  *(float *)(this + 0x1a60) = fVar2;
  *(undefined4 *)(this + 0x1a64) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x1a68) = *(undefined4 *)(param_1 + 8);
  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)