L L4D2node

CFireSmoke::EnableGlow

0x006a3220 · 98 bytes · __thiscall

_ZN10CFireSmoke10EnableGlowEi

Decompiled

undefined (2 params)

/* CFireSmoke::EnableGlow(int) */

void __thiscall CFireSmoke::EnableGlow(CFireSmoke *this,int param_1)

{
  CFireSmoke CVar1;
  uint uVar2;
  CBaseEdict *this_00;
  int iVar3;
  uint uVar4;
  
  uVar2 = *(uint *)(this + 0x44c);
  if (param_1 == 0) {
    uVar4 = uVar2 & 0xfffffff7;
    if (uVar2 == uVar4) {
      return;
    }
    CVar1 = this[0x6c];
  }
  else {
    uVar4 = uVar2 | 8;
    if (uVar2 == uVar4) {
      return;
    }
    CVar1 = this[0x6c];
  }
  if (CVar1 == (CFireSmoke)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CFireSmoke)((byte)this[0x70] | 1);
  }
  *(uint *)(this + 0x44c) = uVar4;
  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)