L L4D2node

CFinaleTrigger::Use

0x004e91c0 · 689 bytes · __cdecl

_ZN14CFinaleTrigger3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CFinaleTrigger::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CFinaleTrigger::Use(CBaseEntity *param_1,CBaseEntity *param_2)

{
  CBaseEdict *this;
  char cVar1;
  bool bVar2;
  int iVar3;
  undefined4 *puVar4;
  int *piVar5;
  undefined4 uVar6;
  code *pcVar7;
  undefined1 local_34 [22];
  SurvivorsInFinaleScan local_1e;
  undefined1 local_1d;
  
  if (param_1[0x161c] != (CBaseEntity)0x0) {
    return;
  }
  if (param_2 == (CBaseEntity *)0x0) {
    return;
  }
  cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
  if (cVar1 == '\0') {
    return;
  }
  iVar3 = CBaseEntity::GetTeamNumber(param_2);
  if (iVar3 == 2) {
    if (**(int **)(TheDirector + 0x638) != 5) {
      return;
    }
    if (**(char **)(TheDirector + 0x640) != '\0') {
      return;
    }
    cVar1 = CTerrorGameRules::IsSurvivalMode();
    if (cVar1 == '\0') {
      local_1e = (SurvivorsInFinaleScan)0x1;
      local_1d = 0;
      bVar2 = ForEachSurvivor<SurvivorsInFinaleScan>(&local_1e);
      if (!bVar2) {
        piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                  (gameeventmanager,"waiting_checkpoint_button_used",0,0);
        if (piVar5 == (int *)0x0) {
          return;
        }
        pcVar7 = *(code **)(*piVar5 + 0x30);
        uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
        (*pcVar7)(piVar5,"userid",uVar6);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
        return;
      }
      if (*(int *)(param_1 + 0x1620) == 0) {
        CServerNetworkProperty::NetworkStateChanged((short)param_1 + 0x24);
        *(undefined4 *)(param_1 + 0x1620) = 1;
        CBaseEntity::ThinkSet((_func_void *)local_34,(float)param_1,(char *)FirstUseDelayThink);
        CBaseEntity::SetNextThink
                  (param_1,*(float *)(param_1 + 0x1614) + *(float *)(gpGlobals + 0xc),(char *)0x0);
        COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x1594),param_1,param_1,0.0);
        return;
      }
      if (*(int *)(param_1 + 0x1620) != 2) {
        return;
      }
      CServerNetworkProperty::NetworkStateChanged((short)param_1 + 0x24);
      *(undefined4 *)(param_1 + 0x1620) = 4;
      puVar4 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
      *(undefined4 *)(param_1 + 0x1630) = *puVar4;
      pcVar7 = DelayedFinaleStartThink;
    }
    else {
      if (*(int *)(param_1 + 0x1620) != 4) {
        if (param_1[0x6c] == (CBaseEntity)0x0) {
          this = *(CBaseEdict **)(param_1 + 0x30);
          if (this != (CBaseEdict *)0x0) {
            *(uint *)this = *(uint *)this | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(this);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          param_1[0x70] = (CBaseEntity)((byte)param_1[0x70] | 1);
        }
        *(undefined4 *)(param_1 + 0x1620) = 4;
      }
      puVar4 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
      *(undefined4 *)(param_1 + 0x1630) = *puVar4;
      pcVar7 = DelayedSurvivalStartThink;
    }
    CBaseEntity::ThinkSet((_func_void *)local_34,(float)param_1,(char *)pcVar7);
    CBaseEntity::SetNextThink
              (param_1,*(float *)(param_1 + 0x1618) + *(float *)(gpGlobals + 0xc),(char *)0x0);
    COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x15ac),param_2,param_1,0.0);
    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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)