CEnvBeam::TurnOn
0x00682440 · 375 bytes · __thiscall
_ZN8CEnvBeam6TurnOnEv
Decompiled
undefined (1 param)
/* CEnvBeam::TurnOn() */
void __thiscall CEnvBeam::TurnOn(CEnvBeam *this)
{
CBaseEdict *this_00;
int iVar1;
uint *puVar2;
Vector *pVVar3;
Vector *pVVar4;
uint uVar5;
undefined1 local_14 [8];
*(undefined4 *)(this + 0x4e4) = 1;
if ((*(float *)(this + 0x4f4) == 0.0) && (((byte)this[0x148] & 8) == 0)) {
uVar5 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) == uVar5) {
puVar2 = *(uint **)(this + 0x30);
}
else {
if (this[0x6c] == (CEnvBeam)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
puVar2 = (uint *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
puVar2 = *(uint **)(this + 0x30);
}
}
else {
this[0x70] = (CEnvBeam)((byte)this[0x70] | 1);
puVar2 = *(uint **)(this + 0x30);
}
*(uint *)(this + 0xd4) = uVar5;
}
if (puVar2 != (uint *)0x0) {
*puVar2 = *puVar2 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
pVVar3 = (Vector *)CBeam::GetAbsEndPos((CBeam *)this);
pVVar4 = (Vector *)CBeam::GetAbsStartPos((CBeam *)this);
CBeam::DoSparks((CBeam *)this,pVVar4,pVVar3);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)UpdateThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x448) = *(undefined4 *)(gpGlobals + 0xc);
return;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)StrikeThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
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.