L L4D2node

CTriggerMultiple::PassesTriggerFilters

0x00b154f0 · 113 bytes · __thiscall

_ZN16CTriggerMultiple20PassesTriggerFiltersEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerMultiple::PassesTriggerFilters(CBaseEntity*) */

uint __thiscall CTriggerMultiple::PassesTriggerFilters(CTriggerMultiple *this,CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  
  uVar2 = CBaseTrigger::PassesTriggerFilters((CBaseTrigger *)this,param_1);
  if ((char)uVar2 != '\0') {
    if (this[0x58d] != (CTriggerMultiple)0x0) {
      return (uint)(byte)this[0x58d];
    }
    if (param_1 != (CBaseEntity *)0x0) {
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
        cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
        if (cVar1 != '\0') {
          uVar2 = 0;
        }
        return uVar2;
      }
    }
  }
  return uVar2;
}

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)