L L4D2node

CEnvFireSensor::TurnOff

0x0069df70 · 92 bytes · __thiscall

_ZN14CEnvFireSensor7TurnOffEv.part.30

Decompiled

undefined (1 param)

/* CEnvFireSensor::TurnOff() [clone .part.30] */

void __thiscall CEnvFireSensor::TurnOff(CEnvFireSensor *this)

{
  CBaseEntity *in_EAX;
  
  in_EAX[0x440] = (CBaseEntity)0x0;
  CBaseEntity::SetNextThink(in_EAX,-1.0,(char *)0x0);
  if (in_EAX[0x441] != (CBaseEntity)0x0) {
    in_EAX[0x441] = (CBaseEntity)0x0;
    COutputEvent::FireOutput((COutputEvent *)(in_EAX + 0x46c),in_EAX,in_EAX,0.0);
  }
  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)