L L4D2node

CPhysicsCannister::CannisterFire

0x00788f10 · 95 bytes · __thiscall

_ZN17CPhysicsCannister13CannisterFireEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPhysicsCannister::CannisterFire(CBaseEntity*) */

void __thiscall CPhysicsCannister::CannisterFire(CPhysicsCannister *this,CBaseEntity *param_1)

{
  this[0x1a8c] = (CPhysicsCannister)0x1;
  *(undefined4 *)(this + 0x1a78) = 0x41200000;
  *(code **)(this + 0xd8) = ExplodeTouch;
  *(undefined4 *)(this + 0xdc) = 0;
  *(float *)(this + 0x1a68) = *(float *)(this + 0x1a68) * 4.0;
  CannisterActivate((CBaseEntity *)this,(Vector *)param_1);
  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)