L L4D2node

CFogController::Activate

0x006a82e0 · 191 bytes · __thiscall

_ZN14CFogController8ActivateEv

Decompiled

undefined (1 param)

/* CFogController::Activate() */

void __thiscall CFogController::Activate(CFogController *this)

{
  Vector *pVVar1;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  if (this[0x494] == (CFogController)0x0) {
    return;
  }
  pVVar1 = (Vector *)(this + 0x444);
  (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,pVVar1);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  AngleVectors((QAngle *)(this + 0x37c),pVVar1);
  (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,pVVar1);
  *(uint *)(this + 0x444) = *(uint *)(this + 0x444) ^ 0x80000000;
  *(uint *)(this + 0x448) = *(uint *)(this + 0x448) ^ 0x80000000;
  *(uint *)(this + 0x44c) = *(uint *)(this + 0x44c) ^ 0x80000000;
  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)