CPipeBomb::EmitGrenade
0x00552ed0 · 55 bytes · __cdecl
_ZN9CPipeBomb11EmitGrenadeE6Vector6QAngleS0_S0_P11CBasePlayer
Decompiled
undefined (5 params)
/* CPipeBomb::EmitGrenade(Vector, QAngle, Vector, Vector, CBasePlayer*) */
void CPipeBomb::EmitGrenade(void)
{
CBaseCombatCharacter *in_stack_00000038;
CPipeBombProjectile::Create
((Vector *)&stack0x00000008,(QAngle *)&stack0x00000014,(Vector *)&stack0x00000020,
(Vector *)&stack0x0000002c,in_stack_00000038,3.0);
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.