CMultiSource::IsTriggered
0x006e8ac0 · 108 bytes · __cdecl
_ZN12CMultiSource11IsTriggeredEP11CBaseEntity
Decompiled
undefined (1 param)
/* CMultiSource::IsTriggered(CBaseEntity*) */
undefined4 CMultiSource::IsTriggered(CBaseEntity *param_1)
{
int iVar1;
int iVar2;
if (((byte)param_1[0x148] & 1) == 0) {
iVar2 = *(int *)(param_1 + 0x558);
if (iVar2 < 1) {
if (iVar2 != 0) {
return 0;
}
LAB_006e8b01:
if (*(char **)(param_1 + 0x55c) != (char *)0x0) {
iVar2 = GlobalEntity_GetIndex(*(char **)(param_1 + 0x55c));
iVar2 = GlobalEntity_GetState(iVar2);
if (iVar2 != 1) {
return 0;
}
}
return 1;
}
if (*(int *)(param_1 + 0x4c0) != 0) {
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if (iVar1 == iVar2) goto LAB_006e8b01;
} while (*(int *)(param_1 + iVar1 * 4 + 0x4c0) != 0);
}
}
return 0;
}
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.