L L4D2node

CEnvProjectedTexture::Activate

0x00694080 · 187 bytes · __thiscall

_ZN20CEnvProjectedTexture8ActivateEv

Decompiled

undefined (1 param)

/* CEnvProjectedTexture::Activate() */

void __thiscall CEnvProjectedTexture::Activate(CEnvProjectedTexture *this)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined1 local_14 [12];
  
  if ((((byte)this[0x148] & 1) != 0) && (this[0x444] != (CEnvProjectedTexture)0x1)) {
    if (this[0x6c] == (CEnvProjectedTexture)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      this[0x444] = (CEnvProjectedTexture)0x1;
    }
    else {
      this[0x70] = (CEnvProjectedTexture)((byte)this[0x70] | 1);
      this[0x444] = (CEnvProjectedTexture)0x1;
    }
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)InitialThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  CBaseEntity::Activate((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)