CTriggerMultiple::ActivateMultiTrigger
0x00b17c10 · 403 bytes · __thiscall
_ZN16CTriggerMultiple20ActivateMultiTriggerEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerMultiple::ActivateMultiTrigger(CBaseEntity*) */
void __thiscall CTriggerMultiple::ActivateMultiTrigger(CTriggerMultiple *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
uint *puVar3;
CBaseEntity *pCVar4;
undefined *puVar5;
longdouble lVar6;
undefined1 local_14 [8];
lVar6 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,(char *)0x0);
if ((float)lVar6 < *(float *)(gpGlobals + 0xc) || (float)lVar6 == *(float *)(gpGlobals + 0xc)) {
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x494) = 0xffffffff;
pCVar4 = (CBaseEntity *)0x0;
}
else {
puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
puVar5 = g_pEntityList;
uVar1 = *puVar3;
*(uint *)(this + 0x494) = uVar1;
if (((uVar1 == 0xffffffff) ||
(puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
pCVar4 = (CBaseEntity *)0x0;
}
else {
pCVar4 = *(CBaseEntity **)(puVar5 + 4);
}
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x56c),pCVar4,(CBaseEntity *)this,0.0);
if (*(float *)(this + 0x448) <= 0.0) {
*(undefined4 *)(this + 0xd8) = 0;
iVar2 = gpGlobals;
*(undefined4 *)(this + 0xdc) = 0;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar2 + 0xc) + 0.1,(char *)0x0);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
return;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)MultiWaitOver);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(this + 0x448) + *(float *)(gpGlobals + 0xc),
(char *)0x0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.