L L4D2node

CMolotov::EmitGrenade

0x0054bf20 · 47 bytes · __cdecl

_ZN8CMolotov11EmitGrenadeE6Vector6QAngleS0_S0_P11CBasePlayer

Decompiled

undefined (5 params)

/* CMolotov::EmitGrenade(Vector, QAngle, Vector, Vector, CBasePlayer*) */

void CMolotov::EmitGrenade(void)

{
  CBaseCombatCharacter *in_stack_00000038;
  
  CMolotovProjectile::Create
            ((Vector *)&stack0x00000008,(QAngle *)&stack0x00000014,(Vector *)&stack0x00000020,
             (Vector *)&stack0x0000002c,in_stack_00000038);
  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)