L L4D2node

CEntityFlame::CEntityFlame

0x0067ae10 · 387 bytes · __thiscall

_ZN12CEntityFlameC1Ev

Decompiled

undefined (1 param)

/* CEntityFlame::CEntityFlame() */

void __thiscall CEntityFlame::CEntityFlame(CEntityFlame *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CEntityFlame_00c77b48;
  *(undefined4 *)(this + 0x440) = 0xffffffff;
  *(undefined4 *)(this + 0x460) = 0xffffffff;
  *(undefined4 *)(this + 0x46c) = 0;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x474) = 0;
  *(undefined4 *)(this + 0x478) = 0;
  *(undefined4 *)(this + 0x47c) = 0;
  if (*(float *)(this + 0x448) != 0.0) {
    if (this[0x6c] == (CEntityFlame)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEntityFlame)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x448) = 0;
  }
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 != *(float *)(this + 0x458)) {
    if (this[0x6c] == (CEntityFlame)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEntityFlame)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x458) = fVar1;
  }
  this[0x468] = (CEntityFlame)0x0;
  *(undefined4 *)(this + 0x45c) = 0;
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  if (this[0x444] != (CEntityFlame)0x0) {
    if (this[0x6c] == (CEntityFlame)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
                    /* try { // try from 0067af0a to 0067af6a has its CatchHandler @ 0067afb0 */
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      this[0x444] = (CEntityFlame)0x0;
    }
    else {
      this[0x70] = (CEntityFlame)((byte)this[0x70] | 1);
      this[0x444] = (CEntityFlame)0x0;
    }
  }
  *(undefined4 *)(this + 0x480) = 0;
  *(undefined4 *)(this + 0x484) = 0x40a00000;
  *(undefined4 *)(this + 0x488) = 0;
  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)