L L4D2node

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 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)