CBaseAnimating::Ignite
0x005de480 · 264 bytes · __thiscall
_ZN14CBaseAnimating6IgniteEfbfb
Decompiled
undefined (5 params)
/* CBaseAnimating::Ignite(float, bool, float, bool) */
void __thiscall
CBaseAnimating::Ignite(CBaseAnimating *this,float param_1,bool param_2,float param_3,bool param_4)
{
char cVar1;
int *piVar2;
CBaseEntity *pCVar3;
if (((((byte)this[0x153] & 8) == 0) &&
((cVar1 = (**(code **)(*(int *)this + 0x140))(this), cVar1 == '\x01' || (!param_2)))) &&
((cVar1 == '\0' ||
(((param_4 || (piVar2 = (int *)CBaseEntity::MyNPCPointer(), piVar2 == (int *)0x0)) ||
(cVar1 = (**(code **)(*piVar2 + 0x6dc))(piVar2), cVar1 != '\0')))))) {
pCVar3 = (CBaseEntity *)CEntityFlame::Create((CBaseEntity *)this,param_1,param_3,true);
CBaseEntity::AddFlag((CBaseEntity *)this,0x8000000);
CBaseEntity::SetEffectEntity((CBaseEntity *)this,pCVar3);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x53c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
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.