CInfoGameMode::Activate
0x008d5090 · 114 bytes · __thiscall
_ZN13CInfoGameMode8ActivateEv
Decompiled
undefined (1 param)
/* CInfoGameMode::Activate() */
void __thiscall CInfoGameMode::Activate(CInfoGameMode *this)
{
int *piVar1;
int iVar2;
CBaseEntity::Activate((CBaseEntity *)this);
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-navforceanalyze");
if (iVar2 == 0) {
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-navanalyze");
if (iVar2 == 0) {
return;
}
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x518),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
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.