L L4D2node

PhysGetTriggerEvent

0x0077c7e0 · 66 bytes · __cdecl

_Z19PhysGetTriggerEventP14triggerevent_tP11CBaseEntity

Decompiled

undefined (2 params)

/* PhysGetTriggerEvent(triggerevent_t*, CBaseEntity*) */

undefined4 PhysGetTriggerEvent(triggerevent_t *param_1,CBaseEntity *param_2)

{
  if ((param_1 != (triggerevent_t *)0x0) && (param_2 == (CBaseEntity *)g_Collisions._208_4_)) {
    *(CBaseEntity **)param_1 = param_2;
    *(undefined4 *)(param_1 + 4) = g_Collisions._212_4_;
    *(undefined4 *)(param_1 + 8) = g_Collisions._216_4_;
    *(undefined4 *)(param_1 + 0xc) = g_Collisions._220_4_;
    *(undefined4 *)(param_1 + 0x10) = g_Collisions._224_4_;
    return 1;
  }
  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)