L L4D2node

CTongue::ActivateAbility

0x00846e60 · 237 bytes · __thiscall

_ZN7CTongue15ActivateAbilityEv

Decompiled

undefined (1 param)

/* CTongue::ActivateAbility() */

void __thiscall CTongue::ActivateAbility(CTongue *this)

{
  undefined4 uVar1;
  uint uVar2;
  CBaseEntity *this_00;
  char cVar3;
  undefined *puVar4;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  cVar3 = (**(code **)(*(int *)this + 0x32c))(this);
  if (cVar3 != '\0') {
    uVar2 = *(uint *)(this + 0x44c);
    if ((((uVar2 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
       (this_00 = *(CBaseEntity **)(puVar4 + 4), this_00 != (CBaseEntity *)0x0)) {
      (**(code **)(*(int *)this_00 + 0x234))(&local_18,this_00);
      *(undefined4 *)(this + 0x544) = local_18;
      *(undefined4 *)(this + 0x548) = local_14;
      *(undefined4 *)(this + 0x54c) = local_10;
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      uVar1 = *(undefined4 *)(this_00 + 0x2e4);
      *(undefined4 *)(this + 0x544) = *(undefined4 *)(this_00 + 0x2e0);
      *(undefined4 *)(this + 0x548) = uVar1;
      UpdateTongueTarget(this);
      if (*(int *)(this + 0x4ac) != 2) {
        State_Transition();
      }
      CBaseAbility::ActivateAbility((CBaseAbility *)this);
      return;
    }
  }
  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)