L L4D2node

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 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)