L L4D2node

CTriggerHurt::Touch

0x00b14bd0 · 109 bytes · __cdecl

_ZN12CTriggerHurt5TouchEP11CBaseEntity

Decompiled

undefined (1 param)

/* CTriggerHurt::Touch(CBaseEntity*) */

void CTriggerHurt::Touch(CBaseEntity *param_1)

{
  undefined1 local_14 [12];
  
  if (*(int *)(param_1 + 0x1c) != 0) {
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)HurtThink);
  CBaseEntity::SetNextThink(param_1,*(float *)(gpGlobals + 0xc),(char *)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)