L L4D2node

CEnvFireSource::TurnOn

0x0069de60 · 48 bytes · __thiscall

_ZN14CEnvFireSource6TurnOnEv.part.27

Decompiled

undefined (1 param)

/* CEnvFireSource::TurnOn() [clone .part.27] */

void __thiscall CEnvFireSource::TurnOn(CEnvFireSource *this)

{
  CBaseEntity *in_EAX;
  
  in_EAX[0x440] = (CBaseEntity)0x1;
  CBaseEntity::SetNextThink(in_EAX,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)