L L4D2node

CEnvEntityMaker::Activate

0x006913b0 · 150 bytes · __thiscall

_ZN15CEnvEntityMaker8ActivateEv

Decompiled

undefined (1 param)

/* CEnvEntityMaker::Activate() */

void __thiscall CEnvEntityMaker::Activate(CEnvEntityMaker *this)

{
  undefined1 *puVar1;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  if (*(int *)(this + 0x484) != 0) {
    if (((byte)this[0x148] & 1) != 0) {
      SpawnEntity(this,vec3_invalid,DAT_01053d24,DAT_01053d28,vec3_angle,DAT_01053d40,DAT_01053d44);
    }
    return;
  }
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)(this + 0x154);
  }
  Warning("env_entity_maker %s has no template entity!\n",puVar1);
  UTIL_Remove((CBaseEntity *)this);
  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)