CFire::Start
0x006a01c0 · 248 bytes · __thiscall
_ZN5CFire5StartEv
Decompiled
undefined (1 param)
/* CFire::Start() */
void __thiscall CFire::Start(CFire *this)
{
undefined1 local_34 [16];
float local_24;
float local_20;
undefined4 local_1c;
float local_18;
float local_14;
float local_10;
local_1c = 0;
local_10 = *(float *)(this + 0x458);
local_18 = local_10 * 0.25;
local_24 = -local_18;
local_20 = local_24;
local_14 = local_18;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
SpawnEffect(this,*(undefined4 *)(this + 0x448),*(float *)(this + 0x458) * 0.00390625);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x47c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)BurnThink);
*(undefined4 *)(this + 0x45c) = 0;
*(undefined4 *)(this + 0x450) = 0;
BurnThink(this);
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.