L L4D2node

CTriggerLook::Trigger

0x00b18100 · 261 bytes · __thiscall

_ZN12CTriggerLook7TriggerEP11CBaseEntityb

Decompiled

undefined (3 params)

/* CTriggerLook::Trigger(CBaseEntity*, bool) */

void __thiscall CTriggerLook::Trigger(CTriggerLook *this,CBaseEntity *param_1,bool param_2)

{
  CTriggerLook CVar1;
  undefined1 local_14 [12];
  
  if (param_2) {
    COutputEvent::FireOutput((COutputEvent *)(this + 0x5e0),param_1,(CBaseEntity *)this,0.0);
    CVar1 = this[0x148];
    this[0x5d8] = (CTriggerLook)0x1;
  }
  else {
    COutputEvent::FireOutput((COutputEvent *)(this + 0x56c),param_1,(CBaseEntity *)this,0.0);
    *(undefined4 *)(this + 0x5cc) = 0xbf800000;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
    CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
    CVar1 = this[0x148];
  }
  if (((byte)CVar1 & 0x80) == 0) {
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(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)