CLogicBranchList::Activate
0x006ec000 · 275 bytes · __thiscall
_ZN16CLogicBranchList8ActivateEv
Decompiled
undefined (1 param)
/* CLogicBranchList::Activate() */
void __thiscall CLogicBranchList::Activate(CLogicBranchList *this)
{
char cVar1;
char *pcVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 *puVar5;
CLogicBranchList *pCVar6;
CBaseEntity *this_00;
undefined4 local_20 [4];
pCVar6 = this;
LAB_006ec020:
this_00 = (CBaseEntity *)0x0;
LAB_006ec028:
do {
pcVar2 = "";
if (*(char **)(pCVar6 + 0x440) != (char *)0x0) {
pcVar2 = *(char **)(pCVar6 + 0x440);
}
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityGeneric
((CGlobalEntityList *)gEntList,this_00,pcVar2,(CBaseEntity *)this,
(CBaseEntity *)0x0,(CBaseEntity *)0x0);
if (this_00 == (CBaseEntity *)0x0) break;
if (*(char **)(this_00 + 0x7c) != "logic_branch") {
cVar1 = CBaseEntity::ClassMatchesComplex(this_00,"logic_branch");
if (cVar1 == '\0') {
uVar3 = CBaseEntity::GetDebugName(this_00);
uVar4 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevWarning("logic_branchlist %s refers to entity %s, which is not a logic_branch\n",uVar4,
uVar3);
goto LAB_006ec028;
}
}
CLogicBranch::AddLogicBranchListener((CLogicBranch *)this_00,(CBaseEntity *)this);
local_20[0] = 0xffffffff;
puVar5 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
local_20[0] = *puVar5;
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x480),*(int *)(this + 0x48c),(CHandle *)local_20);
} while( true );
pCVar6 = pCVar6 + 4;
if (pCVar6 == this + 0x40) {
CBaseEntity::Activate((CBaseEntity *)this);
return;
}
goto LAB_006ec020;
}
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.