CFilterMultiple::Activate
0x0069b3a0 · 227 bytes · __thiscall
_ZN15CFilterMultiple8ActivateEv
Decompiled
undefined (1 param)
/* CFilterMultiple::Activate() */
void __thiscall CFilterMultiple::Activate(CFilterMultiple *this)
{
int *piVar1;
undefined4 *puVar2;
int iVar3;
undefined1 *puVar4;
CFilterMultiple *pCVar5;
int iVar6;
iVar6 = 0;
CBaseEntity::Activate((CBaseEntity *)this);
pCVar5 = this;
do {
while (*(char **)(pCVar5 + 0x478) == (char *)0x0) {
LAB_0069b405:
pCVar5 = pCVar5 + 4;
if (pCVar5 == this + 0x28) {
return;
}
}
iVar3 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(pCVar5 + 0x478),
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if ((iVar3 != 0) &&
(piVar1 = (int *)__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CBaseFilter::typeinfo,0),
piVar1 != (int *)0x0)) {
iVar3 = iVar6 * 4;
iVar6 = iVar6 + 1;
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
*(undefined4 *)(this + iVar3 + 0x4a0) = *puVar2;
goto LAB_0069b405;
}
puVar4 = *(undefined1 **)(pCVar5 + 0x478);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
pCVar5 = pCVar5 + 4;
Warning("filter_multi: Tried to add entity (%s) which is not a filter entity!\n",puVar4);
if (pCVar5 == this + 0x28) {
return;
}
} while( true );
}
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.