CFire::CFire
0x0069ec50 · 191 bytes · __thiscall
_ZN5CFireC2Ev
Decompiled
undefined (1 param)
/* CFire::CFire() */
void __thiscall CFire::CFire(CFire *this)
{
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CFire_00c868a8;
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x40000;
*(undefined4 *)(this + 0x440) = 0xffffffff;
*(undefined4 *)(this + 0x444) = 0xffffffff;
*(undefined4 *)(this + 0x47c) = 0;
*(undefined4 *)(this + 0x488) = 0xffffffff;
*(undefined4 *)(this + 0x48c) = 0;
*(undefined4 *)(this + 0x494) = 0;
*(undefined4 *)(this + 0x4a0) = 0xffffffff;
*(undefined4 *)(this + 0x4a4) = 0;
*(undefined4 *)(this + 0x44c) = 0;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x450) = 0;
*(undefined4 *)(this + 0x454) = 0;
*(undefined4 *)(this + 0x448) = 0;
*(undefined4 *)(this + 0x464) = 0x41000000;
*(undefined4 *)(this + 0x460) = 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.