L L4D2node

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 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)