L L4D2node

CBaseCombatWeapon::Activate

0x0040b5f0 · 119 bytes · __thiscall

_ZN17CBaseCombatWeapon8ActivateEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::Activate() */

void __thiscall CBaseCombatWeapon::Activate(CBaseCombatWeapon *this)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  
  CBaseAnimating::Activate((CBaseAnimating *)this);
  uVar1 = *(uint *)(this + 0x220);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
    return;
  }
  cVar2 = (**(code **)(*g_pGameRules + 0xb0))(g_pGameRules,this);
  if (cVar2 != '\0') {
    return;
  }
  UTIL_Remove((CBaseEntity *)this);
  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)