L L4D2node

CEnvWeaponfire::Activate

0x008cc080 · 298 bytes · __thiscall

_ZN14CEnvWeaponfire8ActivateEv

Decompiled

undefined (1 param)

/* CEnvWeaponfire::Activate() */

void __thiscall CEnvWeaponfire::Activate(CEnvWeaponfire *this)

{
  float fVar1;
  int iVar2;
  int *piVar3;
  undefined4 *puVar4;
  longdouble lVar5;
  code *pcVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined1 local_14 [12];
  
  CBaseEntity::Activate((CBaseEntity *)this);
  if (this[0x440] == (CEnvWeaponfire)0x0) {
    uVar9 = 0;
    uVar8 = 0;
    pcVar6 = WeaponfireThink;
    uVar7 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)WeaponfireThink);
    fVar1 = *(float *)(gpGlobals + 0xc);
    lVar5 = (longdouble)RandomFloat(0x3f000000,0x3f800000,pcVar6,uVar7,uVar8,uVar9);
    CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar5 + fVar1,(char *)0x0);
  }
  if (*(char **)(this + 0x458) == (char *)0x0) {
    return;
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x458),
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                     (IEntityFindFilter *)0x0);
  if ((iVar2 != 0) &&
     (piVar3 = (int *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CBaseFilter::typeinfo,0),
     piVar3 != (int *)0x0)) {
    puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
    *(undefined4 *)(this + 0x494) = *puVar4;
    return;
  }
  *(undefined4 *)(this + 0x494) = 0xffffffff;
  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)