CBaseAnimating::IgniteLifetime
0x005de1f0 · 186 bytes · __thiscall
_ZN14CBaseAnimating14IgniteLifetimeEf
Decompiled
undefined (2 params)
/* CBaseAnimating::IgniteLifetime(float) */
void __thiscall CBaseAnimating::IgniteLifetime(CBaseAnimating *this,float param_1)
{
uint uVar1;
CEntityFlame *this_00;
undefined *puVar2;
if (((byte)this[0x153] & 8) == 0) {
(**(code **)(*(int *)this + 0x380))(this,0x41f00000,0,0,1);
}
uVar1 = *(uint *)(this + 0x224);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
this_00 = (CEntityFlame *)
__dynamic_cast(*(int *)(puVar2 + 4),&CBaseEntity::typeinfo,&CEntityFlame::typeinfo,0);
if (this_00 != (CEntityFlame *)0x0) {
CEntityFlame::SetLifetime(this_00,param_1);
return;
}
}
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.