L L4D2node

CBaseTrigger::TouchTest

0x00b16c60 · 74 bytes · __thiscall

_ZN12CBaseTrigger9TouchTestEv

Decompiled

undefined (1 param)

/* CBaseTrigger::TouchTest() */

void __thiscall CBaseTrigger::TouchTest(CBaseTrigger *this)

{
  if (this[0x4b8] == (CBaseTrigger)0x0) {
    if (*(int *)(this + 0x560) != 0) {
      COutputEvent::FireOutput
                ((COutputEvent *)(this + 0x524),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
      return;
    }
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x53c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  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)