CBaseProp::Activate
0x007e5fc0 · 103 bytes · __thiscall
_ZN9CBaseProp8ActivateEv
Decompiled
undefined (1 param)
/* CBaseProp::Activate() */
void __thiscall CBaseProp::Activate(CBaseProp *this)
{
undefined1 *puVar1;
undefined1 *local_10 [2];
CBaseAnimating::Activate((CBaseAnimating *)this);
if ((this[0x105] == (CBaseProp)0x0) && (*(int *)(this + 0x100) != 0)) {
(**(code **)(*(int *)this + 0x20))(local_10,this);
if (local_10[0] == (undefined1 *)0x0) {
local_10[0] = &DAT_00d539c2;
}
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(this + 0x7c);
}
Warning("%s has a health specified in model \'%s\'. Use prop_physics or prop_dynamic instead.\n"
,puVar1,local_10[0]);
}
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.