L L4D2node

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 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)