L L4D2node

CBaseCSGrenadeProjectile::Spawn

0x0042d8e0 · 164 bytes · __thiscall

_ZN24CBaseCSGrenadeProjectile5SpawnEv

Decompiled

undefined (1 param)

/* CBaseCSGrenadeProjectile::Spawn() */

void __thiscall CBaseCSGrenadeProjectile::Spawn(CBaseCSGrenadeProjectile *this)

{
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CBaseCombatCharacter::Spawn((CBaseCombatCharacter *)this);
  CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),0x10);
  CBaseEntity::SetMoveType((CBaseEntity *)this,5,2);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  local_18 = 0x3fa00000;
  local_14 = 0x3fa00000;
  local_10 = 0x3fa00000;
  local_24 = 0xbfa00000;
  local_20 = 0xbfa00000;
  local_1c = 0xbfa00000;
  CBaseEntity::SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
  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)