L L4D2node

ParticleSmokeGrenade::FillVolume

0x0076f800 · 141 bytes · __thiscall

_ZN20ParticleSmokeGrenade10FillVolumeEv

Decompiled

undefined (1 param)

/* ParticleSmokeGrenade::FillVolume() */

void __thiscall ParticleSmokeGrenade::FillVolume(ParticleSmokeGrenade *this)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if (this[0x440] != (ParticleSmokeGrenade)0x1) {
    if (this[0x6c] == (ParticleSmokeGrenade)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (ParticleSmokeGrenade)((byte)this[0x70] | 1);
    }
    this[0x440] = (ParticleSmokeGrenade)0x1;
  }
  local_18 = 0x42480000;
  local_14 = 0x42480000;
  local_10 = 0x42480000;
  local_24 = 0xc2480000;
  local_20 = 0xc2480000;
  local_1c = 0xc2480000;
  CCollisionProperty::SetCollisionBounds
            ((CCollisionProperty *)(this + 0x194),(Vector *)&local_24,(Vector *)&local_18);
  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)