L L4D2node

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 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)