L L4D2node

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 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)