L L4D2node

CPlatTrigger::Touch

0x00b09a60 · 112 bytes · __thiscall

_ZN12CPlatTrigger5TouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPlatTrigger::Touch(CBaseEntity*) */

void __thiscall CPlatTrigger::Touch(CPlatTrigger *this,CBaseEntity *param_1)

{
  CBaseEntity *this_00;
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
    if (cVar1 != '\0') {
      this_00 = *(CBaseEntity **)(this + 0x440);
      if (*(int *)(this_00 + 0x440) == 1) {
                    /* WARNING: Could not recover jumptable at 0x00b09ad9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*(int *)this_00 + 0x32c))();
        return;
      }
      if (*(int *)(this_00 + 0x440) == 0) {
        CBaseEntity::SetMoveDoneTime(this_00,1.0);
        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)