L L4D2node

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 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)