CTriggerPush::Activate
0x00b161e0 · 116 bytes · __thiscall
_ZN12CTriggerPush8ActivateEv
Decompiled
undefined (1 param)
/* CTriggerPush::Activate() */
void __thiscall CTriggerPush::Activate(CTriggerPush *this)
{
ConVarRef local_14 [4];
int local_10;
ConVarRef::ConVarRef(local_14,"sv_alternateticks");
if ((*(float *)(this + 0x57c) != 0.0) && (*(int *)(local_10 + 0x30) != 0)) {
*(float *)(this + 0x580) = *(float *)(this + 0x57c) * *(float *)(this + 0x11c);
CBaseTrigger::Activate((CBaseTrigger *)this);
return;
}
*(undefined4 *)(this + 0x580) = *(undefined4 *)(this + 0x11c);
CBaseTrigger::Activate((CBaseTrigger *)this);
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.