L L4D2node

CPhysicsCannister::Deactivate

0x00787f50 · 193 bytes · __thiscall

_ZN17CPhysicsCannister10DeactivateEv

Decompiled

undefined (1 param)

/* CPhysicsCannister::Deactivate() */

void __thiscall CPhysicsCannister::Deactivate(CPhysicsCannister *this)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = *(int **)(this + 0x1a6c);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x10))(piVar1,*(undefined4 *)(this + 0x238));
    (**(code **)(*physenv + 0x7c))(physenv,*(undefined4 *)(this + 0x1a6c));
    *(undefined4 *)(this + 0x1a6c) = 0;
    CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
    *(undefined4 *)(this + 0x1a78) = 0;
    this[0x1a74] = (CPhysicsCannister)0x0;
    if (*(int *)(this + 0x1a70) != 0) {
      ShutdownJet(this);
    }
    if (*(char **)(this + 0x1a88) != (char *)0x0) {
      if (*(int *)(this + 0x30) == 0) {
        iVar2 = 0;
      }
      else {
        iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      CBaseEntity::StopSound(iVar2,3,*(char **)(this + 0x1a88));
    }
  }
  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)