L L4D2node

Cmd_ShowtriggersToggle_f

0x00b1cf40 · 252 bytes · __cdecl

_Z24Cmd_ShowtriggersToggle_fRK8CCommand

Decompiled

undefined (1 param)

/* Cmd_ShowtriggersToggle_f(CCommand const&) */

void Cmd_ShowtriggersToggle_f(CCommand *param_1)

{
  char *pcVar1;
  uint uVar2;
  CBaseEdict *this;
  char cVar3;
  CBaseEntity *this_00;
  int iVar4;
  uint *puVar5;
  
  for (this_00 = (CBaseEntity *)
                 CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
      this_00 != (CBaseEntity *)0x0;
      this_00 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,this_00)) {
    cVar3 = IsTriggerClass(this_00);
    if ((cVar3 != '\0') &&
       ((((*(int *)param_1 < 2 || (pcVar1 = *(char **)(param_1 + 0x40c), pcVar1 == (char *)0x0)) ||
         (*pcVar1 == '\0')) ||
        ((pcVar1 == *(char **)(this_00 + 0x7c) ||
         (cVar3 = CBaseEntity::ClassMatchesComplex(this_00,pcVar1), cVar3 != '\0')))))) {
      uVar2 = *(uint *)(this_00 + 0xd4);
      if ((uVar2 & 0x20) == 0) {
        CBaseEntity::AddEffects(this_00,0x20);
      }
      else {
        if (uVar2 == (uVar2 & 0xffffffdf)) {
          puVar5 = *(uint **)(this_00 + 0x30);
        }
        else {
          if (this_00[0x6c] == (CBaseEntity)0x0) {
            this = *(CBaseEdict **)(this_00 + 0x30);
            puVar5 = (uint *)0x0;
            if (this != (CBaseEdict *)0x0) {
              *(uint *)this = *(uint *)this | 0x101;
              iVar4 = CBaseEdict::GetChangeAccessor(this);
              *(undefined2 *)(iVar4 + 2) = 0;
              puVar5 = *(uint **)(this_00 + 0x30);
            }
          }
          else {
            this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
            puVar5 = *(uint **)(this_00 + 0x30);
          }
          *(uint *)(this_00 + 0xd4) = uVar2 & 0xffffffdf;
        }
        if (puVar5 != (uint *)0x0) {
          *puVar5 = *puVar5 | 0x80;
        }
        CBaseEntity::DispatchUpdateTransmitState(this_00);
      }
    }
  }
  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)