L L4D2node

CMolotovProjectile::Create

0x0054d3a0 · 993 bytes · __cdecl

_ZN18CMolotovProjectile6CreateERK6VectorRK6QAngleS2_S2_P20CBaseCombatCharacter

Decompiled

undefined (5 params)

/* CMolotovProjectile::Create(Vector const&, QAngle const&, Vector const&, Vector const&,
   CBaseCombatCharacter*) */

CBaseCSGrenadeProjectile *
CMolotovProjectile::Create
          (Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,
          CBaseCombatCharacter *param_5)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  char cVar3;
  CBaseCSGrenadeProjectile *this;
  undefined4 uVar4;
  int *piVar5;
  int iVar6;
  CBaseCombatCharacter *pCVar7;
  undefined1 local_24 [20];
  
  this = (CBaseCSGrenadeProjectile *)
         CBaseEntity::Create("molotov_projectile",param_1,param_2,(CBaseEntity *)param_5);
  UTIL_LogPrintf("Molotov projectile spawned at %f %f %f, velocity %f %f %f\n",
                 (double)*(float *)param_1,(double)*(float *)(param_1 + 4),
                 (double)*(float *)(param_1 + 8),(double)*(float *)param_3,
                 (double)*(float *)(param_3 + 4),(double)*(float *)(param_3 + 8));
  CBaseCSGrenadeProjectile::SetDetonateTimerLength(this,1.5);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,param_3);
  CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity(this,param_3);
  CBaseGrenade::SetThrower((CBaseGrenade *)this,param_5);
  *(undefined4 *)(this + 0x2c0) = 0x3ecccccd;
  CBaseEntity::SetFriction((CBaseEntity *)this,0.2);
  if (*(float *)(this + 0x2c8) != 0.45) {
    if (this[0x6c] == (CBaseCSGrenadeProjectile)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCSGrenadeProjectile)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x2c8) = 0x3ee66666;
  }
  *(undefined4 *)(this + 0xd8) = 0x569;
  *(undefined4 *)(this + 0xdc) = 0;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)DetonateThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
  if (*(float *)(this + 0x1a50) != 200.0) {
    if (this[0x6c] == (CBaseCSGrenadeProjectile)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCSGrenadeProjectile)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1a50) = 0x43480000;
  }
  if (*(float *)(this + 0x1a44) == 300.0) {
    pcVar1 = *(code **)(*(int *)this + 0x194);
  }
  else {
    if (this[0x6c] == (CBaseCSGrenadeProjectile)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCSGrenadeProjectile)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1a44) = 0x43960000;
    pcVar1 = *(code **)(*(int *)this + 0x194);
  }
  if (param_5 == (CBaseCombatCharacter *)0x0) {
    (*pcVar1)(this,2);
    CBaseEntity::ApplyLocalAngularVelocityImpulse((CBaseEntity *)this,param_4);
    CBaseEntity::EmitSound((CBaseEntity *)this,"Molotov.Throw",0.0,(float *)0x0);
    CBaseEntity::EmitSound((CBaseEntity *)this,"Molotov.Loop",0.0,(float *)0x0);
    (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"molotov_thrown",0,0);
  }
  else {
    uVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_5);
    (*pcVar1)(this,uVar4);
    CBaseEntity::ApplyLocalAngularVelocityImpulse((CBaseEntity *)this,param_4);
    CBaseEntity::EmitSound((CBaseEntity *)this,"Molotov.Throw",0.0,(float *)0x0);
    CBaseEntity::EmitSound((CBaseEntity *)this,"Molotov.Loop",0.0,(float *)0x0);
    piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"molotov_thrown",0,0);
    if ((piVar5 != (int *)0x0) &&
       (cVar3 = (**(code **)(*(int *)param_5 + 0x16c))(param_5), cVar3 != '\0')) {
      pcVar1 = *(code **)(*piVar5 + 0x30);
      cVar3 = (**(code **)(*(int *)param_5 + 0x16c))(param_5);
      pCVar7 = (CBaseCombatCharacter *)0x0;
      if (cVar3 != '\0') {
        pCVar7 = param_5;
      }
      uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar7 + 0x30));
      (*pcVar1)(piVar5,"userid",uVar4);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
      return this;
    }
  }
  return this;
}

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)