L L4D2node

CBreakableProp::Ignite

0x007e5e90 · 280 bytes · __thiscall

_ZN14CBreakableProp6IgniteEfbfb

Decompiled

undefined (5 params)

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

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

{
  uint uVar1;
  char cVar2;
  CBaseEntity *this_00;
  undefined *puVar3;
  
  if (((byte)this[0x153] & 8) == 0) {
    cVar2 = (**(code **)(*(int *)this + 0x440))(this,9);
    if (cVar2 != '\0') {
      CBaseAnimating::Ignite((CBaseAnimating *)this,param_1,param_2,param_3,param_4);
      cVar2 = (**(code **)(*g_pGameRules + 500))(g_pGameRules);
      if (cVar2 != '\0') {
        uVar1 = *(uint *)(this + 0x224);
        this_00 = (CBaseEntity *)0x0;
        if (((uVar1 != 0xffffffff) &&
            (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
          this_00 = *(CBaseEntity **)(puVar3 + 4);
        }
        CBaseEntity::AddEffects(this_00,4);
      }
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      CSoundEnt::InsertSound
                (8,(Vector *)(this + 0x2e0),0x80,1.0,(CBaseEntity *)this,2,(CBaseEntity *)0x0);
      return;
    }
  }
  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)