CSceneEntity::Activate
0x00818470 · 172 bytes · __thiscall
_ZN12CSceneEntity8ActivateEv
Decompiled
undefined (1 param)
/* CSceneEntity::Activate() */
void __thiscall CSceneEntity::Activate(CSceneEntity *this)
{
uint uVar1;
int iVar2;
CSceneManager *this_00;
char *pcVar3;
undefined4 uVar4;
undefined *puVar5;
CBaseFlex *pCVar6;
if ((this[0x6f9] != (CSceneEntity)0x0) && (*(int *)(this + 0x4f0) == 0)) {
pcVar3 = "";
if (*(char **)(this + 0x6fc) != (char *)0x0) {
pcVar3 = *(char **)(this + 0x6fc);
}
uVar1 = *(uint *)(this + 0x700);
pCVar6 = (CBaseFlex *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseFlex **)(puVar5 + 4);
}
uVar4 = GenerateSceneForSound(this,pCVar6,pcVar3);
*(undefined4 *)(this + 0x4f0) = uVar4;
}
CBaseEntity::Activate((CBaseEntity *)this);
iVar2 = GetSceneManager();
if (iVar2 != 0) {
this_00 = (CSceneManager *)GetSceneManager();
CSceneManager::AddSceneEntity(this_00,this);
}
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.