L L4D2node

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 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)