CGrenadeLauncher_Projectile::ExplodeTouch
0x0053b3f0 · 69 bytes · __thiscall
_ZN27CGrenadeLauncher_Projectile12ExplodeTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGrenadeLauncher_Projectile::ExplodeTouch(CBaseEntity*) */
void __thiscall
CGrenadeLauncher_Projectile::ExplodeTouch(CGrenadeLauncher_Projectile *this,CBaseEntity *param_1)
{
int iVar1;
if ((((byte)param_1[0x1b4] & 0x28) != 0) && (*(int *)(param_1 + 0x234) != 0xb)) {
return;
}
iVar1 = CBaseEntity::GetTouchTrace();
if ((*(byte *)(iVar1 + 0x42) & 4) == 0) {
CBaseGrenade::ExplodeTouch((CBaseGrenade *)this,param_1);
return;
}
UTIL_Remove((CBaseEntity *)this);
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.