CEnvGunfire::Activate
0x0066d000 · 132 bytes · __thiscall
_ZN11CEnvGunfire8ActivateEv
Decompiled
undefined (1 param)
/* CEnvGunfire::Activate() */
void __thiscall CEnvGunfire::Activate(CEnvGunfire *this)
{
int *piVar1;
undefined4 *puVar2;
if (*(char **)(this + 0xf8) != (char *)0x0) {
piVar1 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
*(char **)(this + 0xf8),(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (piVar1 == (int *)0x0) {
*(undefined4 *)(this + 0x48c) = 0xffffffff;
CBaseEntity::Activate((CBaseEntity *)this);
return;
}
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
*(undefined4 *)(this + 0x48c) = *puVar2;
}
CBaseEntity::Activate((CBaseEntity *)this);
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.