Infected::OnIgnite
0x00a0d960 · 282 bytes · __thiscall
_ZN8Infected8OnIgniteEv
Decompiled
undefined (1 param)
/* Infected::OnIgnite() */
void __thiscall Infected::OnIgnite(Infected *this)
{
CBaseEdict *pCVar1;
Infected IVar2;
int *piVar3;
int iVar4;
int iVar5;
longdouble lVar6;
for (piVar3 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 8))(this + 0x1a3c);
piVar3 != (int *)0x0;
piVar3 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc))(this + 0x1a3c,piVar3)) {
(**(code **)(*piVar3 + 0x40))(piVar3);
}
if (this[0x1cd4] == (Infected)0x1) {
IVar2 = this[0x6c];
}
else {
if (this[0x6c] == (Infected)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
IVar2 = (Infected)0x0;
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
IVar2 = this[0x6c];
}
}
else {
this[0x70] = (Infected)((byte)this[0x70] | 1);
IVar2 = (Infected)0x1;
}
this[0x1cd4] = (Infected)0x1;
}
iVar4 = *(int *)(this + 0x458);
if (IVar2 == (Infected)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (Infected)((byte)this[0x70] | 1);
}
*(int *)(this + 0x458) = iVar4 + 2;
lVar6 = (longdouble)IntervalTimer::Now();
if ((float)lVar6 != *(float *)(this + 0x1cc4)) {
(**(code **)(*(int *)(this + 0x1cc0) + 4))(this + 0x1cc0,this + 0x1cc4);
*(float *)(this + 0x1cc4) = (float)lVar6;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.