L L4D2node

Infected::Ignite

0x00a0cb30 · 23 bytes · __thiscall

_ZN8Infected6IgniteEfP11CBaseEntity

Decompiled

undefined (3 params)

/* Infected::Ignite(float, CBaseEntity*) */

void __thiscall Infected::Ignite(Infected *this,float param_1,CBaseEntity *param_2)

{
  if (((byte)this[0x1c74] & 2) == 0) {
    NextBotCombatCharacter::Ignite((NextBotCombatCharacter *)this,param_1,param_2);
    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)