CGameGibManager::Activate
0x004997e0 · 104 bytes · __thiscall
_ZN15CGameGibManager8ActivateEv
Decompiled
undefined (1 param)
/* CGameGibManager::Activate() */
void __thiscall CGameGibManager::Activate(CGameGibManager *this)
{
CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
*)(this + 0x440));
CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>
*)(this + 0x440));
*(undefined2 *)(this + 0x450) = 0xffff;
*(undefined2 *)(this + 0x454) = 0;
*(undefined2 *)(this + 0x456) = 0xffff;
*(undefined4 *)(this + 0x458) = *(undefined4 *)(this + 0x440);
*(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x464);
CBaseEntity::Activate((CBaseEntity *)this);
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.