L L4D2node

CInferno::IsTouchingTrigger

0x008c7880 · 453 bytes · __thiscall

_ZN8CInferno17IsTouchingTriggerEP11CBaseEntity

Decompiled

undefined (2 params)

/* CInferno::IsTouchingTrigger(CBaseEntity*) */

undefined4 __thiscall CInferno::IsTouchingTrigger(CInferno *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  char cVar2;
  int *piVar3;
  int iVar4;
  longdouble lVar5;
  float fVar6;
  Vector local_e4 [12];
  Vector local_d8 [12];
  undefined4 local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  undefined1 local_70 [96];
  
  if (param_1 != (CBaseEntity *)0x0) {
    piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
    (**(code **)(*piVar3 + 0xc))(piVar3,local_e4,local_d8);
    cVar2 = IsBoxIntersectingBox
                      (local_e4,local_d8,(Vector *)(this + 0xb50),(Vector *)(this + 0xb5c));
    if ((cVar2 != '\0') && (0 < *(int *)(this + 0xa40))) {
      iVar4 = 0;
      do {
        while ((puVar1 = *(undefined4 **)(this + iVar4 * 4 + 0xa48), (float)puVar1[0x14] <= 0.0 ||
               (lVar5 = (longdouble)CountdownTimer::Now(), (float)puVar1[0x14] <= (float)lVar5))) {
          iVar4 = iVar4 + 1;
          if (*(int *)(this + 0xa40) <= iVar4) {
            return 0;
          }
        }
        local_9c = *(float *)(this + 0xb48);
        local_cc = *puVar1;
        local_c8 = puVar1[1];
        local_c4 = puVar1[2];
        fVar6 = local_9c * local_9c;
        local_bc = 0;
        local_b8 = 0;
        local_b4 = 0;
        local_87 = 0;
        local_8c = 0;
        local_ac = 0;
        local_a8 = 0;
        local_a4 = 0;
        local_88 = fVar6 + fVar6 + fVar6 < 1e-06;
        iVar4 = iVar4 + 1;
        local_98 = local_9c;
        local_94 = local_9c;
        (**(code **)(*enginetrace + 0x10))(enginetrace,&local_cc,0x200400b,piVar3,local_70);
      } while (iVar4 < *(int *)(this + 0xa40));
    }
  }
  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)