L L4D2node

CTriggerBrush::StartTouch

0x006f5f50 · 120 bytes · __thiscall

_ZN13CTriggerBrush10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerBrush::StartTouch(CBaseEntity*) */

void __thiscall CTriggerBrush::StartTouch(CTriggerBrush *this,CBaseEntity *param_1)

{
  char cVar1;
  
  cVar1 = PassesInputFilter(this,param_1,*(int *)(this + 0x488));
  if (((cVar1 != '\0') && (((byte)this[0x488] & 8) == 0)) &&
     (COutputEvent::FireOutput((COutputEvent *)(this + 0x440),param_1,(CBaseEntity *)this,0.0),
     *(int *)(this + 0x48c) == 0)) {
    CBaseEntity::StartTouch((CBaseEntity *)this);
    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)