L L4D2node

CBaseTrigger::Activate

0x00b16130 · 168 bytes · __thiscall

_ZN12CBaseTrigger8ActivateEv

Decompiled

undefined (1 param)

/* CBaseTrigger::Activate() */

void __thiscall CBaseTrigger::Activate(CBaseTrigger *this)

{
  int iVar1;
  int *piVar2;
  undefined4 *puVar3;
  
  if (*(char **)(this + 0x4bc) == (char *)0x0) {
LAB_00b161b4:
    CBaseEntity::Activate((CBaseEntity *)this);
    return;
  }
  iVar1 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x4bc),
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                     (IEntityFindFilter *)0x0);
  if (iVar1 != 0) {
    piVar2 = (int *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CBaseFilter::typeinfo,0);
    if (piVar2 != (int *)0x0) {
      puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
      *(undefined4 *)(this + 0x4c0) = *puVar3;
      goto LAB_00b161b4;
    }
  }
  *(undefined4 *)(this + 0x4c0) = 0xffffffff;
  CBaseEntity::Activate((CBaseEntity *)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)