L L4D2node

CFire::GoOut

0x0069f530 · 288 bytes · __thiscall

_ZN5CFire5GoOutEv

Decompiled

undefined (1 param)

/* CFire::GoOut() */

undefined4 __thiscall CFire::GoOut(CFire *this)

{
  float fVar1;
  undefined1 local_34 [16];
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x494),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  DestroyEffect(this);
  fVar1 = *(float *)(this + 0x460) - 20.0;
  if (fVar1 <= 0.0) {
    *(float *)(this + 0x460) = fVar1;
  }
  else {
    *(undefined4 *)(this + 0x460) = 0;
    fVar1 = 0.0;
  }
  *(float *)(this + 0x470) = fVar1;
  CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x0);
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  if (((byte)this[0x148] & 0x80) == 0) {
    local_18 = 0x41000000;
    local_14 = 0x41000000;
    local_10 = 0x41000000;
    local_24 = 0xc1000000;
    local_20 = 0xc1000000;
    local_1c = 0;
    UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
    return 0;
  }
  UTIL_Remove((CBaseEntity *)this);
  return 1;
}

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)