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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.