L L4D2node

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 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)