CEnvLaser::TurnOn
0x00685c80 · 214 bytes · __thiscall
_ZN9CEnvLaser6TurnOnEv
Decompiled
undefined (1 param)
/* CEnvLaser::TurnOn() */
void __thiscall CEnvLaser::TurnOn(CEnvLaser *this)
{
CBaseEdict *this_00;
int iVar1;
uint *puVar2;
uint uVar3;
undefined1 local_14 [8];
uVar3 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) == uVar3) {
puVar2 = *(uint **)(this + 0x30);
}
else {
if (this[0x6c] == (CEnvLaser)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] = (CEnvLaser)((byte)this[0x70] | 1);
puVar2 = *(uint **)(this + 0x30);
}
*(uint *)(this + 0xd4) = uVar3;
}
if (puVar2 != (uint *)0x0) {
*puVar2 = *puVar2 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
if (*(CSprite **)(this + 0x4e8) != (CSprite *)0x0) {
CSprite::TurnOn(*(CSprite **)(this + 0x4e8));
}
*(undefined4 *)(this + 0x448) = *(undefined4 *)(gpGlobals + 0xc);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)StrikeThink);
StrikeThink(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.