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 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.