L L4D2node

CFuncBrush::TurnOn

0x006f5c90 · 165 bytes · __thiscall

_ZN10CFuncBrush6TurnOnEv

Decompiled

undefined (1 param)

/* CFuncBrush::TurnOn() */

void __thiscall CFuncBrush::TurnOn(CFuncBrush *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  uint *puVar3;
  uint uVar4;
  
  cVar1 = (**(code **)(*(int *)this + 0x324))(this);
  if (cVar1 == '\0') {
    if (*(int *)(this + 0x440) != 1) {
      CCollisionProperty::SetSolidFlags
                ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
    }
    uVar4 = *(uint *)(this + 0xd4) & 0xffffffdf;
    if (*(uint *)(this + 0xd4) == uVar4) {
      puVar3 = *(uint **)(this + 0x30);
    }
    else {
      if (this[0x6c] == (CFuncBrush)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        puVar3 = (uint *)0x0;
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
          puVar3 = *(uint **)(this + 0x30);
        }
      }
      else {
        this[0x70] = (CFuncBrush)((byte)this[0x70] | 1);
        puVar3 = *(uint **)(this + 0x30);
      }
      *(uint *)(this + 0xd4) = uVar4;
    }
    if (puVar3 != (uint *)0x0) {
      *puVar3 = *puVar3 | 0x80;
    }
    CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
    return;
  }
  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)