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 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.