CKeepUpright::Activate
0x007a3660 · 225 bytes · __thiscall
_ZN12CKeepUpright8ActivateEv
Decompiled
undefined (1 param)
/* CKeepUpright::Activate() */
void __thiscall CKeepUpright::Activate(CKeepUpright *this)
{
uint uVar1;
char *pcVar2;
int iVar3;
int *piVar4;
undefined *puVar5;
CBaseEntity::Activate((CBaseEntity *)this);
piVar4 = *(int **)(this + 0x45c);
if (piVar4 != (int *)0x0) {
(**(code **)(*piVar4 + 8))(piVar4,this + 0x440);
return;
}
uVar1 = *(uint *)(this + 0x464);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) {
pcVar2 = "";
if (*(char **)(this + 0x460) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x460);
}
iVar3 = FindPhysicsObjectByName(pcVar2,(CBaseEntity *)this);
}
else {
iVar3 = *(int *)(*(int *)(puVar5 + 4) + 0x238);
}
if (iVar3 != 0) {
piVar4 = (int *)(**(code **)(*physenv + 0x78))(physenv,this + 0x440);
*(int **)(this + 0x45c) = piVar4;
(**(code **)(*piVar4 + 0xc))(piVar4,iVar3,0);
return;
}
UTIL_Remove((CBaseEntity *)this);
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.