L L4D2node

SurvivorEscapeFlames::OnIgnite

0x0092b470 · 105 bytes · __thiscall

_ZN20SurvivorEscapeFlames8OnIgniteEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorEscapeFlames::OnIgnite(SurvivorBot*) */

SurvivorEscapeFlames * __thiscall
SurvivorEscapeFlames::OnIgnite(SurvivorEscapeFlames *this,SurvivorBot *param_1)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = (float)lVar1;
  }
  *(undefined4 *)this = 4;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 3;
  return this;
}

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)