L L4D2node

CItem::ActivateWhenAtRest

0x006e4350 · 140 bytes · __thiscall

_ZN5CItem18ActivateWhenAtRestEv

Decompiled

undefined (1 param)

/* CItem::ActivateWhenAtRest() */

void __thiscall CItem::ActivateWhenAtRest(CItem *this)

{
  undefined1 local_14 [12];
  
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffff7);
  this[0x1410] = (CItem)0x1;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ComeToRest);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
  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)