CBaseCSGrenade::DropGrenade
0x0043cfc0 · 576 bytes · __thiscall
_ZN14CBaseCSGrenade11DropGrenadeEv
Decompiled
undefined (1 param)
/* CBaseCSGrenade::DropGrenade() */
void __thiscall CBaseCSGrenade::DropGrenade(CBaseCSGrenade *this)
{
code *pcVar1;
CBaseEdict *pCVar2;
char cVar3;
CBasePlayer *this_00;
float *pfVar4;
uint uVar5;
int iVar6;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
float local_24;
undefined4 local_20;
this_00 = (CBasePlayer *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if (this_00 != (CBasePlayer *)0x0) {
cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar3 != '\0') {
CBasePlayer::EyeVectors(this_00,(Vector *)&local_4c,(Vector *)0x0,(Vector *)0x0);
pfVar4 = (float *)(**(code **)(*(int *)this_00 + 0x250))(this_00);
uVar5 = *(uint *)(this_00 + 0x14c);
if ((uVar5 & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this_00);
uVar5 = *(uint *)(this_00 + 0x14c);
}
local_3c = pfVar4[1] + *(float *)(this_00 + 0x2e4) + local_48 * 16.0;
local_38 = pfVar4[2] + *(float *)(this_00 + 0x2e8) + local_44 * 16.0;
local_40 = *pfVar4 + *(float *)(this_00 + 0x2e0) + local_4c * 16.0;
if ((uVar5 & 0x1000) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this_00);
}
local_34 = *(undefined4 *)(this_00 + 0x274);
local_30 = *(undefined4 *)(this_00 + 0x278);
local_2c = *(undefined4 *)(this_00 + 0x27c);
pcVar1 = *(code **)(*(int *)this + 0x714);
iVar6 = (**(code **)(*random_valve + 8))(random_valve,0xfffffb50,0x4b0);
local_28 = 0x44160000;
local_24 = (float)iVar6;
local_20 = 0;
(*pcVar1)(this,local_40,local_3c,local_38,vec3_angle,DAT_01053d40,DAT_01053d44,local_34,
local_30,local_2c,0x44160000,local_24,0,this_00);
if (this[0x17dc] != (CBaseCSGrenade)0x1) {
if (this[0x6c] == (CBaseCSGrenade)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
this[0x17dc] = (CBaseCSGrenade)0x1;
}
if (*(float *)(this + 0x17e0) != 0.0) {
if (this[0x6c] == (CBaseCSGrenade)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCSGrenade)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x17e0) = 0;
}
}
}
return;
}
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.