CFire::SpawnEffect
0x0069ed10 · 461 bytes · __cdecl
_ZN5CFire11SpawnEffectE10fireType_ef
Decompiled
undefined (2 params)
/* CFire::SpawnEffect(fireType_e, float) */
void CFire::SpawnEffect(CBaseEntity *param_1,int param_2)
{
CBaseEntity CVar1;
CBaseEntity *this;
undefined4 *puVar2;
if (param_2 == 1) {
this = (CBaseEntity *)CreateEntityByName("_plasma",-1,true);
CPlasma::EnableSmoke((CPlasma *)this,1);
*(undefined4 *)(param_1 + 0x448) = 1;
if (param_1[0x105] != (CBaseEntity)0x2) {
(**(code **)(*(int *)param_1 + 0x224))(param_1,param_1 + 0x105);
param_1[0x105] = (CBaseEntity)0x2;
}
CBaseEntity::EmitSound(param_1,"Fire.Plasma",0.0,(float *)0x0);
CVar1 = param_1[0x14d];
}
else {
this = (CBaseEntity *)CreateEntityByName("_firesmoke",-1,true);
CFireSmoke::EnableSmoke((CFireSmoke *)this,(uint)(((byte)param_1[0x148] & 2) == 0));
CFireSmoke::EnableGlow((CFireSmoke *)this,(uint)(((byte)param_1[0x148] & 0x20) == 0));
CFireSmoke::EnableVisibleFromAbove((CFireSmoke *)this,*(uint *)(param_1 + 0x148) >> 8 & 1);
*(undefined4 *)(param_1 + 0x448) = 0;
if (param_1[0x105] != (CBaseEntity)0x2) {
(**(code **)(*(int *)param_1 + 0x224))(param_1,param_1 + 0x105);
param_1[0x105] = (CBaseEntity)0x2;
}
CVar1 = param_1[0x14d];
}
if (((byte)CVar1 & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
UTIL_SetOrigin(this,(Vector *)(param_1 + 0x2e0),false);
(**(code **)(*(int *)this + 100))(this);
(**(code **)(*(int *)this + 0x98))(this,param_1,0xffffffff);
(**(code **)(*(int *)this + 0x328))
(this,*(undefined4 *)(param_1 + 0x458),*(undefined4 *)(param_1 + 0x458),0);
(**(code **)(*(int *)this + 0x32c))(this,*(uint *)(param_1 + 0x148) & 4);
puVar2 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(param_1 + 0x440) = *puVar2;
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.