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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.