CLogicMeasureMovement::Activate
0x006ef1b0 · 210 bytes · __thiscall
_ZN21CLogicMeasureMovement8ActivateEv
Decompiled
undefined (1 param)
/* CLogicMeasureMovement::Activate() */
void __thiscall CLogicMeasureMovement::Activate(CLogicMeasureMovement *this)
{
char *pcVar1;
undefined1 local_14 [8];
CBaseEntity::Activate((CBaseEntity *)this);
pcVar1 = *(char **)(this + 0x440);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
SetMeasureTarget(this,pcVar1);
pcVar1 = *(char **)(this + 0x444);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
SetMeasureReference(this,pcVar1);
pcVar1 = *(char **)(this + 0xf8);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
SetTarget(this,pcVar1);
pcVar1 = "";
if (*(char **)(this + 0x448) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x448);
}
SetTargetReference(this,pcVar1);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)MeasureThink);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(gpGlobals + 0x1c) + *(float *)(gpGlobals + 0xc),
(char *)0x0);
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.