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 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.