CBaseCSGrenade::Deploy
0x0043c9a0 · 378 bytes · __thiscall
_ZN14CBaseCSGrenade6DeployEv
Decompiled
undefined (1 param)
/* CBaseCSGrenade::Deploy() */
undefined4 __thiscall CBaseCSGrenade::Deploy(CBaseCSGrenade *this)
{
CBaseEdict *pCVar1;
CBaseCombatCharacter *this_00;
int iVar2;
undefined4 uVar3;
if (this[0x17dc] != (CBaseCSGrenade)0x0) {
if (this[0x6c] == (CBaseCSGrenade)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] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
this[0x17dc] = (CBaseCSGrenade)0x0;
}
if (this[0x17dd] != (CBaseCSGrenade)0x0) {
if (this[0x6c] == (CBaseCSGrenade)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] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
this[0x17dd] = (CBaseCSGrenade)0x0;
}
if (*(float *)(this + 0x17e0) != 0.0) {
if (this[0x6c] == (CBaseCSGrenade)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] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x17e0) = 0;
}
if (this[0x17e4] != (CBaseCSGrenade)0x0) {
if (this[0x6c] == (CBaseCSGrenade)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] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
this[0x17e4] = (CBaseCSGrenade)0x0;
}
this_00 = (CBaseCombatCharacter *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 != (CBaseCombatCharacter *)0x0) {
iVar2 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
if (0 < iVar2) {
uVar3 = CTerrorWeapon::Deploy((CTerrorWeapon *)this);
return uVar3;
}
(**(code **)(*(int *)this_00 + 0x470))(this_00,this,0,0);
UTIL_Remove((CBaseEntity *)this);
}
return 0;
}
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.