L L4D2node

CPhysThruster::OnActivate

0x007a3380 · 283 bytes · __thiscall

_ZN13CPhysThruster10OnActivateEv

Decompiled

undefined (1 param)

/* CPhysThruster::OnActivate() */

void __thiscall CPhysThruster::OnActivate(CPhysThruster *this)

{
  CBaseEntity *this_00;
  uint uVar1;
  undefined *puVar2;
  QAngle local_88 [12];
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  uVar1 = *(uint *)(this + 0x450);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (this_00 = *(CBaseEntity **)(puVar2 + 4), this_00 != (CBaseEntity *)0x0)) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    MatrixInvert((matrix3x4_t *)(this_00 + 0x28c),local_7c);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    ConcatTransforms(local_7c,(matrix3x4_t *)(this + 0x28c),local_4c);
    MatrixGetColumn(local_4c,3,(Vector *)(this + 0x490));
    uVar1 = *(uint *)(this + 0x148);
    if ((uVar1 & 8) != 0) {
      MatrixAngles(local_4c,(float *)local_88);
      CBaseEntity::SetLocalAngles((CBaseEntity *)this,local_88);
      uVar1 = *(uint *)(this + 0x148);
    }
    if ((uVar1 & 0x20) != 0) {
      *(undefined4 *)(this + 0x490) = 0;
      *(undefined4 *)(this + 0x494) = 0;
      *(undefined4 *)(this + 0x498) = 0;
      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)