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 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.