L L4D2node

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 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)