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 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.