L L4D2node

CTankRock::Create

0x004de060 · 499 bytes · __cdecl

_ZN9CTankRock6CreateERK6VectorRK6QAngleS2_P20CBaseCombatCharacter

Decompiled

undefined (4 params)

/* CTankRock::Create(Vector const&, QAngle const&, Vector const&, CBaseCombatCharacter*) */

CBaseEntity *
CTankRock::Create(Vector *param_1,QAngle *param_2,Vector *param_3,CBaseCombatCharacter *param_4)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  CBaseEntity *this;
  undefined4 uVar3;
  int iVar4;
  
  this = (CBaseEntity *)CBaseEntity::Create("tank_rock",param_1,param_2,(CBaseEntity *)param_4);
  CBaseEntity::SetAbsVelocity(this,param_3);
  CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity
            ((CBaseCSGrenadeProjectile *)this,param_3);
  CBaseGrenade::SetThrower((CBaseGrenade *)this,param_4);
  *(undefined4 *)(this + 0x2c0) = 0x3f0ccccd;
  CBaseEntity::SetFriction(this,0.7);
  if (*(float *)(this + 0x1a50) != 100.0) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1a50) = 0x42c80000;
  }
  pcVar1 = *(code **)(*(int *)this + 0x194);
  uVar3 = 0;
  if (param_4 != (CBaseCombatCharacter *)0x0) {
    uVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_4);
  }
  (*pcVar1)(this,uVar3);
  *(undefined4 *)(this + 0xd8) = 0x569;
  *(undefined4 *)(this + 0xdc) = 0;
  *(undefined4 *)(this + 0x2c0) = 0x3ecccccd;
  CBaseEntity::SetFriction(this,0.2);
  if (*(float *)(this + 0x2c8) != 0.45) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
      *(undefined4 *)(this + 0x2c8) = 0x3ee66666;
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x2c8) = 0x3ee66666;
    }
  }
  CBaseEntity::FollowEntity(this,(CBaseEntity *)param_4,true);
  this[0x1a74] = (CBaseEntity)0x0;
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  CBaseEntity::SetMoveType(this,0,0);
  *(undefined4 *)(this + 0x1a78) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x1a7c) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x1a80) = *(undefined4 *)(param_1 + 8);
  return this;
}

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)