L L4D2node

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 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)