L L4D2node

CBaseTrigger::Enable

0x00b13500 · 100 bytes · __thiscall

_ZN12CBaseTrigger6EnableEv

Decompiled

undefined (1 param)

/* CBaseTrigger::Enable() */

void __thiscall CBaseTrigger::Enable(CBaseTrigger *this)

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x238);
  this[0x4b8] = (CBaseTrigger)0x0;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x34))(piVar1,1);
  }
  if ((*(ushort *)(this + 0x1b4) & 8) == 0) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
    CBaseEntity::PhysicsTouchTriggers((CBaseEntity *)this,(Vector *)0x0);
  }
  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)