CEnvBeam::Activate
0x006845a0 · 192 bytes · __thiscall
_ZN8CEnvBeam8ActivateEv
Decompiled
undefined (1 param)
/* CEnvBeam::Activate() */
void __thiscall CEnvBeam::Activate(CEnvBeam *this)
{
int iVar1;
int *piVar2;
undefined4 *puVar3;
if (*(char **)(this + 0x518) != (char *)0x0) {
iVar1 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x518),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (iVar1 != 0) {
piVar2 = (int *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CBaseFilter::typeinfo,0);
if (piVar2 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + 0x51c) = *puVar3;
goto LAB_00684624;
}
}
*(undefined4 *)(this + 0x51c) = 0xffffffff;
}
LAB_00684624:
CBaseEntity::Activate((CBaseEntity *)this);
if ((*(float *)(this + 0x4f4) == 0.0) && (((byte)this[0x148] & 8) == 0)) {
BeamUpdateVars(this);
return;
}
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.