CEnvFireSensor::TurnOn
0x0069df00 · 71 bytes · __thiscall
_ZN14CEnvFireSensor6TurnOnEv.part.29
Decompiled
undefined (1 param)
/* CEnvFireSensor::TurnOn() [clone .part.29] */
void __thiscall CEnvFireSensor::TurnOn(CEnvFireSensor *this)
{
CBaseEntity *in_EAX;
in_EAX[0x440] = (CBaseEntity)0x1;
CBaseEntity::SetNextThink(in_EAX,*(float *)(gpGlobals + 0xc),(char *)0x0);
in_EAX[0x441] = (CBaseEntity)0x0;
*(undefined4 *)(in_EAX + 0x450) = 0;
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.