CPhysForce::Activate
0x007a40d0 · 262 bytes · __thiscall
_ZN10CPhysForce8ActivateEv
Decompiled
undefined (1 param)
/* CPhysForce::Activate() */
void __thiscall CPhysForce::Activate(CPhysForce *this)
{
uint uVar1;
char *pcVar2;
int *piVar3;
undefined4 *puVar4;
undefined *puVar5;
CBaseEntity::Activate((CBaseEntity *)this);
piVar3 = *(int **)(this + 0x440);
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 0x20))(piVar3);
}
if (this[0x454] == (CPhysForce)0x0) {
uVar1 = *(uint *)(this + 0x450);
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 + 0x444) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x444);
}
piVar3 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar3 == (int *)0x0) {
*(undefined4 *)(this + 0x450) = 0xffffffff;
}
else {
puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
*(undefined4 *)(this + 0x450) = *puVar4;
}
}
(**(code **)(*(int *)this + 0x328))(this);
if ((((byte)this[0x148] & 1) != 0) && (*(int *)(this + 0x440) == 0)) {
ForceOn(this);
return;
}
}
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.