L L4D2node

CGunTarget::Activate

0x006d7950 · 136 bytes · __thiscall

_ZN10CGunTarget8ActivateEv

Decompiled

undefined (1 param)

/* CGunTarget::Activate() */

void __thiscall CGunTarget::Activate(CGunTarget *this)

{
  CBaseEntity *this_00;
  undefined4 *puVar1;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  this_00 = (CBaseEntity *)CBaseEntity::GetNextTarget((CBaseEntity *)this);
  if (this_00 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
    *(undefined4 *)(this + 0x4bc) = *puVar1;
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    local_18 = *(undefined4 *)(this_00 + 0x2e0);
    local_14 = *(undefined4 *)(this_00 + 0x2e4);
    local_10 = *(undefined4 *)(this_00 + 0x2e8);
    (**(code **)(*(int *)this + 0x1dc))(this,&local_18,0,0);
  }
  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)