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 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.