CEnvAirStrikeOutdoorEffect::Activate
0x0066c740 · 172 bytes · __thiscall
_ZN26CEnvAirStrikeOutdoorEffect8ActivateEv
Decompiled
undefined (1 param)
/* CEnvAirStrikeOutdoorEffect::Activate() */
void __thiscall CEnvAirStrikeOutdoorEffect::Activate(CEnvAirStrikeOutdoorEffect *this)
{
char *pcVar1;
CBaseEntity *this_00;
CBaseEntity *pCVar2;
pCVar2 = (CBaseEntity *)0x0;
CBaseAnimating::Activate((CBaseAnimating *)this);
while( true ) {
pcVar1 = *(char **)(this + 0x13f8);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar2,pcVar1,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar2 == (CBaseEntity *)0x0) break;
this_00 = (CBaseEntity *)(**(code **)(*(int *)pCVar2 + 0xf0))(pCVar2);
if (this_00 != (CBaseEntity *)0x0) {
CBaseEntity::AddEffects(this_00,0x30);
CCollisionProperty::SetSolid((CCollisionProperty *)(this_00 + 0x194),0);
}
}
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.