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 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.