L L4D2node

CSprite::TurnOn

0x004c3840 · 361 bytes · __thiscall

_ZN7CSprite6TurnOnEv

Decompiled

undefined (1 param)

/* CSprite::TurnOn() */

void __thiscall CSprite::TurnOn(CSprite *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  uint *puVar4;
  uint uVar5;
  undefined1 local_14 [8];
  
  uVar5 = *(uint *)(this + 0xd4) & 0xffffffdf;
  if (*(uint *)(this + 0xd4) == uVar5) {
    puVar4 = *(uint **)(this + 0x30);
  }
  else {
    if (this[0x6c] == (CSprite)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      puVar4 = (uint *)0x0;
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
        puVar4 = *(uint **)(this + 0x30);
      }
    }
    else {
      this[0x70] = (CSprite)((byte)this[0x70] | 1);
      puVar4 = *(uint **)(this + 0x30);
    }
    *(uint *)(this + 0xd4) = uVar5;
  }
  if (puVar4 != (uint *)0x0) {
    *puVar4 = *puVar4 | 0x80;
  }
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  if (((*(float *)(this + 0x448) != 0.0) && (1.0 < *(float *)(this + 0x474))) ||
     (((byte)this[0x148] & 2) != 0)) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)AnimateThink);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    fVar1 = *(float *)(this + 0x44c);
    *(undefined4 *)(this + 0x470) = *(undefined4 *)(gpGlobals + 0xc);
  }
  else {
    fVar1 = *(float *)(this + 0x44c);
  }
  if (fVar1 == 0.0) {
    return;
  }
  if (this[0x6c] == (CSprite)0x0) {
    pCVar2 = *(CBaseEdict **)(this + 0x30);
    if (pCVar2 != (CBaseEdict *)0x0) {
      *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
    *(undefined4 *)(this + 0x44c) = 0;
  }
  else {
    this[0x70] = (CSprite)((byte)this[0x70] | 1);
    *(undefined4 *)(this + 0x44c) = 0;
  }
  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)