L L4D2node

CTriggerWind::StartTouch

0x00b151f0 · 107 bytes · __thiscall

_ZN12CTriggerWind10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerWind::StartTouch(CBaseEntity*) */

void __thiscall CTriggerWind::StartTouch(CTriggerWind *this,CBaseEntity *param_1)

{
  int *piVar1;
  char cVar2;
  
  cVar2 = (**(code **)(*(int *)this + 0x324))(this,param_1);
  if (cVar2 != '\0') {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if ((cVar2 == '\0') && (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)) {
      (**(code **)(**(int **)(this + 0x478) + 0xc))(*(int **)(this + 0x478),piVar1,0);
                    /* WARNING: Could not recover jumptable at 0x00b15261. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar1 + 100))();
      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)