L L4D2node

CFuncTrain::Activate

0x00b0c170 · 693 bytes · __thiscall

_ZN10CFuncTrain8ActivateEv

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x00b0c209) */
/* WARNING: Removing unreachable block (ram,0x00b0c43d) */
/* CFuncTrain::Activate() */

void __thiscall CFuncTrain::Activate(CFuncTrain *this)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined *puVar2;
  int iVar3;
  uint uVar4;
  float local_28;
  float local_24;
  float local_20;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  if (this[0x4d4] == (CFuncTrain)0x0) {
    SetupTarget(this);
    uVar4 = *(uint *)(this + 0x4d0);
    this[0x4d4] = (CFuncTrain)0x1;
    if ((((uVar4 != 0xffffffff) &&
         (puVar2 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar2 + 8) == uVar4 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
      if ((AllocTempVector()::s_vecTemp == '\0') &&
         (iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar1 != 0)) {
        __cxa_guard_release(&AllocTempVector()::s_vecTemp);
      }
      if ((AllocTempVector()::s_nIndex == '\0') &&
         (iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar1 != 0)) {
        AllocTempVector()::s_nIndex = 0;
        __cxa_guard_release(&AllocTempVector()::s_nIndex);
      }
      puVar2 = g_pEntityList;
      AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
      LOCK();
      UNLOCK();
      iVar1 = 0;
      iVar3 = AllocTempVector()::s_nIndex * 0xc;
      local_28 = (*(float *)(this + 0x1a8) - *(float *)(this + 0x19c)) * 0.5 +
                 *(float *)(this + 0x19c);
      *(float *)(AllocTempVector()::s_vecTemp + iVar3) = local_28;
      local_24 = (*(float *)(this + 0x1ac) - *(float *)(this + 0x1a0)) * 0.5 +
                 *(float *)(this + 0x1a0);
      *(float *)(AllocTempVector()::s_vecTemp + iVar3 + 4) = local_24;
      local_20 = (*(float *)(this + 0x1b0) - *(float *)(this + 0x1a4)) * 0.5 +
                 *(float *)(this + 0x1a4);
      *(float *)(AllocTempVector()::s_vecTemp + iVar3 + 8) = local_20;
      uVar4 = *(uint *)(this + 0x4d0);
      if (((uVar4 != 0xffffffff) &&
          (puVar2 = puVar2 + (uVar4 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar2 + 8) == uVar4 >> 0xc)) {
        iVar1 = *(int *)(puVar2 + 4);
      }
      local_28 = *(float *)(iVar1 + 0x39c) - local_28;
      local_24 = *(float *)(iVar1 + 0x3a0) - local_24;
      local_20 = *(float *)(iVar1 + 0x3a4) - local_20;
      UTIL_SetOrigin((CBaseEntity *)this,(Vector *)&local_28,false);
      iVar1 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this + 0x194);
      if (iVar1 == 1) {
        CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
      }
      if (*(int *)(this + 0x154) == 0) {
        CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,0.1);
        *(code **)(this + 0x14) = Next;
        *(undefined4 *)(this + 0x18) = 0;
      }
      else {
        uVar4 = *(uint *)(this + 0x148) | 1;
        if (*(uint *)(this + 0x148) != uVar4) {
          if (this[0x6c] == (CFuncTrain)0x0) {
            this_00 = *(CBaseEdict **)(this + 0x30);
            if (this_00 != (CBaseEdict *)0x0) {
              *(uint *)this_00 = *(uint *)this_00 | 0x101;
              iVar1 = CBaseEdict::GetChangeAccessor(this_00);
              *(undefined2 *)(iVar1 + 2) = 0;
            }
          }
          else {
            this[0x70] = (CFuncTrain)((byte)this[0x70] | 1);
          }
          *(uint *)(this + 0x148) = uVar4;
          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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)