CGrenadeLauncher_Projectile::Spawn
0x0053b2e0 · 210 bytes · __thiscall
_ZN27CGrenadeLauncher_Projectile5SpawnEv
Decompiled
undefined (1 param)
/* CGrenadeLauncher_Projectile::Spawn() */
void __thiscall CGrenadeLauncher_Projectile::Spawn(CGrenadeLauncher_Projectile *this)
{
undefined1 local_14 [12];
if (*(float *)(this + 0x1a74) != -1.0) {
(**(code **)(*(int *)(this + 0x1a70) + 4))(this + 0x1a70,this + 0x1a74);
*(undefined4 *)(this + 0x1a74) = 0xbf800000;
}
(**(code **)(*(int *)this + 0x70))(this,"models/w_models/weapons/w_HE_grenade.mdl");
CBaseCSGrenadeProjectile::Spawn((CBaseCSGrenadeProjectile *)this);
this[0x1a80] = (CGrenadeLauncher_Projectile)0x0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CollideWithTeammatesThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.15,(char *)0x0);
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.