L L4D2node

NextBotCombatCharacter::Ignite

0x00752c80 · 81 bytes · __thiscall

_ZN22NextBotCombatCharacter6IgniteEfbfb

Decompiled

undefined (5 params)

/* NextBotCombatCharacter::Ignite(float, bool, float, bool) */

void __thiscall
NextBotCombatCharacter::Ignite
          (NextBotCombatCharacter *this,float param_1,bool param_2,float param_3,bool param_4)

{
  CBaseAnimating::Ignite((CBaseAnimating *)this,param_1,param_2,param_3,param_4);
                    /* WARNING: Could not recover jumptable at 0x00752ccf. 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)