L L4D2node

CBaseMoveBehavior::Activate

0x006f7e20 · 92 bytes · __thiscall

_ZN17CBaseMoveBehavior8ActivateEv

Decompiled

undefined (1 param)

/* CBaseMoveBehavior::Activate() */

void __thiscall CBaseMoveBehavior::Activate(CBaseMoveBehavior *this)

{
  char *pcVar1;
  int iVar2;
  
  CPathKeyFrame::Activate((CPathKeyFrame *)this);
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,0.5);
  pcVar1 = "";
  if (*(char **)(this + 0x7c) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x7c);
  }
  iVar2 = _V_stricmp(pcVar1,"move_keyframed");
  if (iVar2 == 0) {
    (**(code **)(*(int *)this + 0x324))(this,1);
  }
  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)