L L4D2node

CEnvFireSource::Think

0x006a1640 · 244 bytes · __thiscall

_ZN14CEnvFireSource5ThinkEv.part.61

Decompiled

undefined (1 param)

/* CEnvFireSource::Think() [clone .part.61] */

void __thiscall CEnvFireSource::Think(CEnvFireSource *this)

{
  float fVar1;
  CFire *pCVar2;
  CBaseEntity *in_EAX;
  int iVar3;
  int iVar4;
  CFire *local_21c [131];
  
  CBaseEntity::SetNextThink(in_EAX,*(float *)(gpGlobals + 0xc) + 0.25,(char *)0x0);
  fVar1 = *(float *)(in_EAX + 0x444);
  if (((byte)in_EAX[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(in_EAX);
  }
  iVar3 = FireSystem_GetFiresInSphere(local_21c,0x80,false,(Vector *)(in_EAX + 0x2e0),fVar1);
  if (0 < iVar3) {
    iVar4 = 0;
    do {
      while (pCVar2 = local_21c[iVar4], pCVar2[0x478] != (CFire)0x0) {
        iVar4 = iVar4 + 1;
        CFire::AddHeat((float)pCVar2,false);
        if (iVar4 == iVar3) {
          return;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar3);
  }
  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)