L L4D2node

CMolotovProjectile::BounceTouch

0x0054cdc0 · 405 bytes · __thiscall

_ZN18CMolotovProjectile11BounceTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CMolotovProjectile::BounceTouch(CBaseEntity*) */

void __thiscall CMolotovProjectile::BounceTouch(CMolotovProjectile *this,CBaseEntity *param_1)

{
  int *piVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  int iVar5;
  float local_6c;
  float local_68;
  undefined4 local_64;
  
  if (((((((byte)param_1[0x1b4] & 0x28) == 0) &&
        (pCVar3 = (CBaseEntity *)CBaseGrenade::GetThrower((CBaseGrenade *)this), param_1 != pCVar3))
       && (*(char **)(param_1 + 0x7c) != "func_breakable")) &&
      ((cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable"), cVar2 == '\0' &&
       (*(char **)(param_1 + 0x7c) != "func_breakable_surf")))) &&
     (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable_surf"), cVar2 == '\0')) {
    if (((*(char **)(param_1 + 0x7c) == "prop_car_alarm") ||
        (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_car_alarm"), cVar2 != '\0')) ||
       ((*(char **)(param_1 + 0x7c) == "prop_car_glass" ||
        (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_car_glass"), cVar2 != '\0')))) {
      pCVar3 = (CBaseEntity *)CBaseGrenade::GetThrower((CBaseGrenade *)this);
      CTakeDamageInfo::CTakeDamageInfo
                ((CTakeDamageInfo *)&local_6c,(CBaseEntity *)this,pCVar3,10.0,0,0);
      (**(code **)(*(int *)param_1 + 0x124))(param_1,(CTakeDamageInfo *)&local_6c);
    }
    iVar4 = CBaseEntity::GetTouchTrace();
    piVar1 = *(int **)(iVar4 + 0x4c);
    if ((piVar1 == (int *)0x0) || (iVar5 = (**(code **)(*piVar1 + 0x144))(piVar1), iVar5 == 0)) {
      if (*(float *)(iVar4 + 0x20) <= 0.0) {
        if (((byte)this[0x14d] & 0x10) != 0) {
          CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
        }
        local_64 = 0xc1200000;
        local_6c = *(float *)(this + 0x274) * 0.5;
        local_68 = *(float *)(this + 0x278) * 0.5;
        CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_6c);
      }
      else {
        (**(code **)(*(int *)this + 0x56c))(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)