L L4D2node

CFuncExtinguisher::Extinguish

0x00b1d980 · 188 bytes · __thiscall

_ZN17CFuncExtinguisher10ExtinguishE11CGameString

Decompiled

undefined (2 params)

/* CFuncExtinguisher::Extinguish(CGameString) */

void __thiscall CFuncExtinguisher::Extinguish(CFuncExtinguisher *param_1,int *param_2)

{
  char cVar1;
  int iVar2;
  CInferno *this;
  int iVar3;
  int local_20 [4];
  
  iVar3 = 0;
  do {
    if ((*param_2 == 0) || (param_2[2] != CGameString::gm_iSerialNumber)) {
      iVar2 = 0;
      if (param_2[1] != 0) {
        AllocPooledString((char *)local_20);
        *param_2 = local_20[0];
        param_2[2] = CGameString::gm_iSerialNumber;
        goto LAB_00b1d9d0;
      }
    }
    else {
LAB_00b1d9d0:
      iVar2 = *param_2;
    }
    iVar3 = CGlobalEntityList::FindEntityByClassnameFast((CGlobalEntityList *)gEntList,iVar3,iVar2);
    if (iVar3 == 0) {
      return;
    }
    this = (CInferno *)__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CInferno::typeinfo,0);
    cVar1 = CInferno::IsTouchingTrigger(this,(CBaseEntity *)param_1);
    if (cVar1 != '\0') {
      UTIL_Remove((CBaseEntity *)this);
      return;
    }
  } while( true );
}

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)