L L4D2node

CFire::Activate

0x006a0700 · 73 bytes · __thiscall

_ZN5CFire8ActivateEv

Decompiled

undefined (1 param)

/* CFire::Activate() */

void __thiscall CFire::Activate(CFire *this)

{
  CBaseEntity::Activate((CBaseEntity *)this);
  if ((this[0x47a] == (CFire)0x0) && (((byte)this[0x148] & 4) != 0)) {
    *(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x46c);
    StartFire(this);
  }
  this[0x47a] = (CFire)0x1;
  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)