L L4D2node

CFuncLadderEndPoint::Activate

0x006c01a0 · 46 bytes · __thiscall

_ZN19CFuncLadderEndPoint8ActivateEv

Decompiled

undefined (1 param)

/* CFuncLadderEndPoint::Activate() */

void __thiscall CFuncLadderEndPoint::Activate(CFuncLadderEndPoint *this)

{
  CBaseEntity::Activate((CBaseEntity *)this);
  if (((byte)this[0x14c] & 1) != 0) {
    return;
  }
  Validate(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)