L L4D2node

CFinaleTrigger::ObjectCaps

0x004ea3b0 · 57 bytes · __thiscall

_ZN14CFinaleTrigger10ObjectCapsEv

Decompiled

undefined (1 param)

/* CFinaleTrigger::ObjectCaps() */

uint __thiscall CFinaleTrigger::ObjectCaps(CFinaleTrigger *this)

{
  uint uVar1;
  
  if ((this[0x161c] == (CFinaleTrigger)0x0) &&
     ((*(int *)(this + 0x1620) == 0 || (*(int *)(this + 0x1620) == 2)))) {
    uVar1 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
    return uVar1 | 0x810;
  }
  uVar1 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  return uVar1;
}

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)