L L4D2node

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 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)