L L4D2node

CMessageEntity::Activate

0x006f4df0 · 275 bytes · __thiscall

_ZN14CMessageEntity8ActivateEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CMessageEntity::Activate() */

void __thiscall CMessageEntity::Activate(CMessageEntity *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  
  uVar5 = 0xffffffff;
  CBaseEntity::Activate((CBaseEntity *)this);
  if (this != (CMessageEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
    uVar5 = *puVar1;
  }
  iVar3 = DAT_00fe5624;
  iVar2 = DAT_00fe5624 + 1;
  if ((iVar2 <= DAT_00fe561c) || (DAT_00fe5620 < 0)) goto LAB_006f4e2e;
  if (DAT_00fe5620 == 0) {
    if (DAT_00fe561c == 0) {
      if (iVar2 < 9) {
        DAT_00fe561c = 8;
        goto LAB_006f4e9e;
      }
      DAT_00fe561c = 8;
    }
    do {
      DAT_00fe561c = DAT_00fe561c * 2;
    } while (DAT_00fe561c < iVar2);
  }
  else {
    for (DAT_00fe561c = (DAT_00fe5624 / DAT_00fe5620 + 1) * DAT_00fe5620; DAT_00fe561c < iVar2;
        DAT_00fe561c = (DAT_00fe561c + iVar2) / 2) {
    }
  }
LAB_006f4e9e:
  if (g_MessageEntities == (void *)0x0) {
    g_MessageEntities = malloc(DAT_00fe561c << 2);
  }
  else {
    g_MessageEntities = realloc(g_MessageEntities,DAT_00fe561c << 2);
    iVar2 = DAT_00fe5624 + 1;
  }
LAB_006f4e2e:
  iVar4 = iVar3 * 4;
  iVar3 = (iVar2 - iVar3) + -1;
  DAT_00fe5624 = iVar2;
  _DAT_00fe5628 = g_MessageEntities;
  if (0 < iVar3) {
    _V_memmove((void *)((int)g_MessageEntities + iVar4 + 4),(void *)((int)g_MessageEntities + iVar4)
               ,iVar3 * 4);
  }
  if ((undefined4 *)(iVar4 + (int)g_MessageEntities) != (undefined4 *)0x0) {
    *(undefined4 *)(iVar4 + (int)g_MessageEntities) = uVar5;
  }
  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)