L L4D2node

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 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)