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 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.