L L4D2node

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 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)