L L4D2node

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 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)