L L4D2node

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 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)