L L4D2node

CTriggerSoundscape::Activate

0x0082e210 · 174 bytes · __thiscall

_ZN18CTriggerSoundscape8ActivateEv

Decompiled

undefined (1 param)

/* CTriggerSoundscape::Activate() */

void __thiscall CTriggerSoundscape::Activate(CTriggerSoundscape *this)

{
  char *pcVar1;
  int iVar2;
  int *piVar3;
  undefined4 *puVar4;
  
  pcVar1 = "";
  if (*(char **)(this + 0x570) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x570);
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (iVar2 != 0) {
    piVar3 = (int *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CEnvSoundscapeTriggerable::typeinfo
                                   ,0);
    if (piVar3 != (int *)0x0) {
      puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
      *(undefined4 *)(this + 0x56c) = *puVar4;
      CBaseTrigger::Activate((CBaseTrigger *)this);
      return;
    }
  }
  *(undefined4 *)(this + 0x56c) = 0xffffffff;
  CBaseTrigger::Activate((CBaseTrigger *)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)