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 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.