L L4D2node

CServerPlugin::ServerActivate

0x00207f80 · 199 bytes · __thiscall

_ZN13CServerPlugin14ServerActivateEP7edict_tii

Decompiled

undefined (4 params)

/* CServerPlugin::ServerActivate(edict_t*, int, int) */

void __thiscall
CServerPlugin::ServerActivate(CServerPlugin *this,edict_t *param_1,int param_2,int param_3)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  
  piVar3 = g_pMDLCache;
  iVar4 = 0;
  (**(code **)(*g_pMDLCache + 0xb8))(g_pMDLCache);
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar1 = *(int *)(*(int *)(this + 4) + iVar4 * 4);
      if (*(char *)(iVar1 + 0x100) == '\0') {
        piVar2 = *(int **)(iVar1 + 0x104);
        if (piVar2 == (int *)0x0) {
          Warning("Unable to get callback interface for \"%s\"\n",iVar1);
        }
                    /* try { // try from 00207fda to 00208031 has its CatchHandler @ 00208049 */
        (**(code **)(*piVar2 + 0x18))(piVar2,param_1,param_2,param_3);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x10));
  }
  (**(code **)(*serverGameDLL + 0xc))(serverGameDLL,param_1,param_2,param_3);
                    /* WARNING: Could not recover jumptable at 0x00208047. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar3 + 0xbc))();
  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)