L L4D2node

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 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)