NextBotCombatCharacter::Ignite
0x00751b10 · 190 bytes · __thiscall
_ZN22NextBotCombatCharacter6IgniteEfP11CBaseEntity
Decompiled
undefined (3 params)
/* NextBotCombatCharacter::Ignite(float, CBaseEntity*) */
void __thiscall
NextBotCombatCharacter::Ignite(NextBotCombatCharacter *this,float param_1,CBaseEntity *param_2)
{
CBaseEntity *pCVar1;
undefined4 *puVar2;
if (((byte)this[0x153] & 8) != 0) {
return;
}
pCVar1 = (CBaseEntity *)CEntityFlame::Create((CBaseEntity *)this,param_1,0.0,true);
if (pCVar1 != (CBaseEntity *)0x0) {
if (param_2 == (CBaseEntity *)0x0) {
*(undefined4 *)(pCVar1 + 0x460) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
*(undefined4 *)(pCVar1 + 0x460) = *puVar2;
}
CBaseEntity::AddFlag((CBaseEntity *)this,0x8000000);
CBaseEntity::SetEffectEntity((CBaseEntity *)this,pCVar1);
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x53c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
/* WARNING: Could not recover jumptable at 0x00751bc3. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)(this + 0x1a3c) + 0x40))();
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.