L L4D2node

CPointProximitySensor::Enable

0x007d8960 · 114 bytes · __thiscall

_ZN21CPointProximitySensor6EnableEv

Decompiled

undefined (1 param)

/* CPointProximitySensor::Enable() */

void __thiscall CPointProximitySensor::Enable(CPointProximitySensor *this)

{
  uint uVar1;
  undefined *puVar2;
  
  puVar2 = g_pEntityList;
  uVar1 = *(uint *)(this + 0x444);
  this[0x440] = (CPointProximitySensor)0x0;
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = puVar2 + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    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)