CLogicNavigation::Activate
0x006efac0 · 161 bytes · __thiscall
_ZN16CLogicNavigation8ActivateEv
Decompiled
undefined (1 param)
/* CLogicNavigation::Activate() */
void __thiscall CLogicNavigation::Activate(CLogicNavigation *this)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
uint uVar3;
CLogicNavigation *this_01;
this_01 = this;
CBaseEntity::Activate((CBaseEntity *)this);
uVar1 = *(uint *)(this + 0x148);
if ((uVar1 & 1) == 0) {
if (this[0x444] != (CLogicNavigation)0x0) {
CGlobalEntityList::AddListenerEntity
((CGlobalEntityList *)gEntList,(IEntityListener *)(this + 0x440));
return;
}
}
else {
if (this[0x444] == (CLogicNavigation)0x0) {
TurnOn(this_01);
uVar3 = *(uint *)(this + 0x148) & 0xfffffffe;
if (*(uint *)(this + 0x148) == uVar3) {
return;
}
}
else {
uVar3 = uVar1 & 0xfffffffe;
if (uVar1 == uVar3) {
return;
}
}
if (this[0x6c] == (CLogicNavigation)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CLogicNavigation)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar3;
}
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.