L L4D2node

CFinaleTrigger::CFinaleTrigger

0x004e8f80 · 420 bytes · __thiscall

_ZN14CFinaleTriggerC2Ev

Decompiled

undefined (1 param)

/* CFinaleTrigger::CFinaleTrigger() */

void __thiscall CFinaleTrigger::CFinaleTrigger(CFinaleTrigger *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  CBreakableProp::CBreakableProp((CBreakableProp *)this);
  *(undefined ***)this = &PTR__CFinaleTrigger_00c26648;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00c26ac0;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00c26b64;
  *(undefined4 *)(this + 0x154c) = 0;
  *(undefined4 *)(this + 0x1558) = 0xffffffff;
  *(undefined4 *)(this + 0x155c) = 0;
  *(undefined4 *)(this + 0x1564) = 0;
  *(undefined4 *)(this + 0x1570) = 0xffffffff;
  *(undefined4 *)(this + 0x1574) = 0;
  *(undefined4 *)(this + 0x157c) = 0;
  *(undefined4 *)(this + 0x1588) = 0xffffffff;
  *(undefined4 *)(this + 0x158c) = 0;
  *(undefined4 *)(this + 0x1594) = 0;
  *(undefined4 *)(this + 0x15a0) = 0xffffffff;
  *(undefined4 *)(this + 0x15a4) = 0;
  *(undefined4 *)(this + 0x15ac) = 0;
  *(undefined4 *)(this + 0x15b8) = 0xffffffff;
  *(undefined4 *)(this + 0x15bc) = 0;
  *(undefined4 *)(this + 0x15c4) = 0;
  *(undefined4 *)(this + 0x15d0) = 0xffffffff;
  *(undefined4 *)(this + 0x15d4) = 0;
  *(undefined4 *)(this + 0x15dc) = 0;
  *(undefined4 *)(this + 0x15e8) = 0xffffffff;
  *(undefined4 *)(this + 0x15ec) = 0;
  *(undefined4 *)(this + 0x15f4) = 0;
  *(undefined4 *)(this + 0x1600) = 0xffffffff;
  *(undefined4 *)(this + 0x1604) = 0;
  *(undefined4 *)(this + 0x1630) = 0xffffffff;
  *(undefined4 *)(this + 0x1614) = 0;
  *(undefined4 *)(this + 0x1618) = 0;
  if (*(int *)(this + 0x1620) != 0) {
    if (this[0x6c] == (CFinaleTrigger)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 004e9106 to 004e910a has its CatchHandler @ 004e9130 */
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      *(undefined4 *)(this + 0x1620) = 0;
    }
    else {
      this[0x70] = (CFinaleTrigger)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x1620) = 0;
    }
  }
  *(undefined4 *)(this + 0x1624) = 0;
  *(undefined4 *)(this + 0x1628) = 0x3e4ccccd;
  this[0x162c] = (CFinaleTrigger)0x0;
  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)