L L4D2node

CPhysBoxMultiplayer::Activate

0x007fef10 · 142 bytes · __thiscall

_ZN19CPhysBoxMultiplayer8ActivateEv

Decompiled

undefined (1 param)

/* CPhysBoxMultiplayer::Activate() */

void __thiscall CPhysBoxMultiplayer::Activate(CPhysBoxMultiplayer *this)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  longdouble lVar3;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0x11);
  lVar3 = (longdouble)(**(code **)(**(int **)(this + 0x238) + 0x78))(*(int **)(this + 0x238));
  fVar1 = (float)lVar3;
  if (fVar1 == *(float *)(this + 0x5f0)) {
    return;
  }
  if (this[0x6c] == (CPhysBoxMultiplayer)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(float *)(this + 0x5f0) = fVar1;
  }
  else {
    this[0x70] = (CPhysBoxMultiplayer)((byte)this[0x70] | 1);
    *(float *)(this + 0x5f0) = fVar1;
  }
  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)