L L4D2node

CTriggerTeleport::Touch

0x00b14070 · 686 bytes · __thiscall

_ZN16CTriggerTeleport5TouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerTeleport::Touch(CBaseEntity*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *this_00;
  int iVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float local_28;
  float local_24;
  float local_20;
  
  cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
  if (cVar1 == '\0') {
    return;
  }
  pcVar2 = "";
  if (*(char **)(this + 0xf8) != (char *)0x0) {
    pcVar2 = *(char **)(this + 0xf8);
  }
  pCVar3 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByName
                     ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,(CBaseEntity *)0x0,
                      param_1,param_1,(IEntityFindFilter *)0x0);
  if (pCVar3 == (CBaseEntity *)0x0) {
    return;
  }
  if ((*(char **)(this + 0x56c) == (char *)0x0) ||
     (this_00 = (CBaseEntity *)
                CGlobalEntityList::FindEntityByName
                          ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x56c)
                           ,(CBaseEntity *)0x0,param_1,param_1,(IEntityFindFilter *)0x0),
     this_00 == (CBaseEntity *)0x0)) {
    fVar5 = 0.0;
    this_00 = (CBaseEntity *)0x0;
    fVar6 = fVar5;
    fVar7 = fVar5;
  }
  else {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    fVar5 = *(float *)(param_1 + 0x2e8) - *(float *)(this_00 + 0x2e8);
    fVar6 = *(float *)(param_1 + 0x2e0) - *(float *)(this_00 + 0x2e0);
    fVar7 = *(float *)(param_1 + 0x2e4) - *(float *)(this_00 + 0x2e4);
  }
  CBaseEntity::SetGroundEntity(param_1,(CBaseEntity *)0x0);
  if (((byte)pCVar3[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(pCVar3);
  }
  local_28 = *(float *)(pCVar3 + 0x2e0);
  local_24 = *(float *)(pCVar3 + 0x2e4);
  local_20 = *(float *)(pCVar3 + 0x2e8);
  if (this_00 == (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar1 != '\0') {
      iVar4 = (**(code **)(*(int *)(param_1 + 0x194) + 4))(param_1 + 0x194);
      local_20 = local_20 - *(float *)(iVar4 + 8);
    }
    if (((byte)this[0x148] & 0x20) == 0) {
      if (((byte)pCVar3[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar3);
      }
      pCVar3 = pCVar3 + 0x37c;
      goto LAB_00b141d2;
    }
  }
  pCVar3 = (CBaseEntity *)0x0;
LAB_00b141d2:
  local_28 = fVar6 + local_28;
  local_24 = fVar7 + local_24;
  local_20 = fVar5 + local_20;
  (**(code **)(*(int *)param_1 + 0x1dc))(param_1,&local_28,pCVar3,0);
  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)