L L4D2node

CBaseAnimating::Activate

0x005dfd00 · 42 bytes · __thiscall

_ZN14CBaseAnimating8ActivateEv

Decompiled

undefined (1 param)

/* CBaseAnimating::Activate() */

void __thiscall CBaseAnimating::Activate(CBaseAnimating *this)

{
  CBaseEntity::Activate((CBaseEntity *)this);
  SetLightingOrigin(this,*(undefined4 *)(this + 0x51c));
  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)