L L4D2node

CDirectorChallengeMode::FindRescueAreaTrigger

0x00899060 · 258 bytes · __thiscall

_ZN22CDirectorChallengeMode21FindRescueAreaTriggerEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::FindRescueAreaTrigger() */

CBaseEntity * __thiscall CDirectorChallengeMode::FindRescueAreaTrigger(CDirectorChallengeMode *this)

{
  float fVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined4 *puVar4;
  CBaseEntity *this_00;
  float local_34;
  float local_30;
  float local_28;
  float local_24;
  
  iVar2 = *(int *)(TheNavMesh + 0x604);
  if (iVar2 == 0) {
LAB_00899140:
    this_00 = (CBaseEntity *)0x0;
  }
  else {
    this_00 = (CBaseEntity *)0x0;
    do {
      while( true ) {
        do {
          this_00 = (CBaseEntity *)
                    CGlobalEntityList::FindEntityByClassname
                              ((CGlobalEntityList *)gEntList,this_00,"trigger_multiple");
          if (this_00 == (CBaseEntity *)0x0) goto LAB_00899140;
          (**(code **)(*(int *)(this_00 + 0x194) + 0x3c))(this_00 + 0x194,&local_34,&local_28);
          fVar1 = *(float *)(iVar2 + 0x34);
        } while ((((*(float *)(iVar2 + 0x2c) < local_34) || (local_28 < *(float *)(iVar2 + 0x2c)))
                 || (*(float *)(iVar2 + 0x30) < local_30)) || (local_24 < *(float *)(iVar2 + 0x30)))
        ;
        if (((byte)this_00[0x14d] & 8) != 0) break;
        if (fVar1 < *(float *)(this_00 + 0x2e8) || fVar1 == *(float *)(this_00 + 0x2e8))
        goto LAB_00899100;
      }
      CBaseEntity::CalcAbsolutePosition(this_00);
    } while (*(float *)(this_00 + 0x2e8) <= fVar1 && fVar1 != *(float *)(this_00 + 0x2e8));
LAB_00899100:
    puVar3 = &DAT_00d539c2;
    if (*(undefined1 **)(this_00 + 0x154) != (undefined1 *)0x0) {
      puVar3 = *(undefined1 **)(this_00 + 0x154);
    }
    Msg("Found rescue trigger \"%s\"\n",puVar3);
    puVar4 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
    *(undefined4 *)(this + 0x13c) = *puVar4;
  }
  return this_00;
}

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)