L L4D2node

CTankRock::OnRelease

0x004de270 · 341 bytes · __thiscall

_ZN9CTankRock9OnReleaseERK6VectorRK6QAngleS2_S2_

Decompiled

undefined (5 params)

/* CTankRock::OnRelease(Vector const&, QAngle const&, Vector const&, Vector const&) */

void __thiscall
CTankRock::OnRelease
          (CTankRock *this,Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4)

{
  longdouble lVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined1 local_24 [20];
  
  this[0x1a74] = (CTankRock)0x1;
  *(undefined4 *)(this + 0xd8) = 0x569;
  *(undefined4 *)(this + 0xdc) = 0;
  CBaseEntity::StopFollowingEntity((CBaseEntity *)this);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,param_3);
  CBaseEntity::SetAbsOrigin((CBaseEntity *)this,param_1);
  CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity
            ((CBaseCSGrenadeProjectile *)this,param_3);
  CBaseEntity::ApplyLocalAngularVelocityImpulse((CBaseEntity *)this,param_4);
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x1a88)) {
    (**(code **)(*(int *)(this + 0x1a84) + 4))(this + 0x1a84,this + 0x1a88);
    *(float *)(this + 0x1a88) = (float)lVar1;
  }
  CBaseEntity::EmitSound((CBaseEntity *)this,"HulkZombie.Throw.FlyLoop",0.0,(float *)0x0);
  uVar5 = 0;
  uVar4 = 0;
  uVar3 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)ProximityThink);
  uVar2 = 0;
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2,uVar2,uVar3,uVar4,uVar5);
  CBaseEntity::SetMoveType();
  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)