CEnvParticleScript::Activate
0x00692de0 · 329 bytes · __thiscall
_ZN18CEnvParticleScript8ActivateEv
Decompiled
undefined (1 param)
/* CEnvParticleScript::Activate() */
void __thiscall CEnvParticleScript::Activate(CEnvParticleScript *this)
{
float fVar1;
CBaseEdict *pCVar2;
int iVar3;
float fVar4;
CBaseAnimating::Activate((CBaseAnimating *)this);
CBaseEntity::DetectInSkybox((CBaseEntity *)this);
iVar3 = CBaseEntity::GetEntitySkybox((CBaseEntity *)this);
if (iVar3 == 0) {
if (*(float *)(this + 0x13f4) != 1.0) {
if (this[0x6c] == (CEnvParticleScript)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CEnvParticleScript)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x13f4) = 0x3f800000;
}
}
else {
fVar4 = (float)*(int *)(iVar3 + 0x444);
if (fVar4 == 0.0) {
fVar4 = 1.0;
if (*(float *)(this + 0x13f4) != 1.0) goto LAB_00692e4c;
}
else if (fVar4 != *(float *)(this + 0x13f4)) {
LAB_00692e4c:
if (this[0x6c] == (CEnvParticleScript)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CEnvParticleScript)((byte)this[0x70] | 1);
}
fVar1 = *(float *)(this + 0x468);
*(float *)(this + 0x13f4) = fVar4;
goto joined_r0x00692e90;
}
}
fVar1 = *(float *)(this + 0x468);
joined_r0x00692e90:
if (fVar1 == 1.0) {
return;
}
if (this[0x6c] == (CEnvParticleScript)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + 0x468) = 0x3f800000;
}
else {
this[0x70] = (CEnvParticleScript)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x468) = 0x3f800000;
}
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.