L L4D2node

CEnvEntityIgniter::InputIgnite

0x0067a900 · 207 bytes · __thiscall

_ZN17CEnvEntityIgniter11InputIgniteER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvEntityIgniter::InputIgnite(inputdata_t&) */

void __thiscall CEnvEntityIgniter::InputIgnite(CEnvEntityIgniter *this,inputdata_t *param_1)

{
  char *pcVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  
  pcVar1 = *(char **)(this + 0xf8);
  if (pcVar1 != (char *)0x0) {
    pCVar3 = *(CBaseEntity **)param_1;
    pCVar4 = (CBaseEntity *)0x0;
    while( true ) {
      pCVar4 = (CBaseEntity *)
               CGlobalEntityList::FindEntityGeneric
                         ((CGlobalEntityList *)gEntList,pCVar4,pcVar1,(CBaseEntity *)this,pCVar3,
                          (CBaseEntity *)0x0);
      if (pCVar4 == (CBaseEntity *)0x0) break;
      piVar2 = (int *)(**(code **)(*(int *)pCVar4 + 0x144))(pCVar4);
      if (piVar2 == (int *)0x0) {
        CEntityFlame::Create(pCVar4,*(float *)(this + 0x440),0.0,true);
      }
      else {
        (**(code **)(*piVar2 + 0x380))(piVar2,*(undefined4 *)(this + 0x440),1,0,0);
      }
      pcVar1 = *(char **)(this + 0xf8);
      pCVar3 = *(CBaseEntity **)param_1;
      if (pcVar1 == (char *)0x0) {
        pcVar1 = "";
      }
    }
  }
  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)