L L4D2node

CTriggerMultiple::MultiTouch

0x00b1e070 · 423 bytes · __thiscall

_ZN16CTriggerMultiple10MultiTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerMultiple::MultiTouch(CBaseEntity*) */

void __thiscall CTriggerMultiple::MultiTouch(CTriggerMultiple *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  CTriggerMultiple *local_1c;
  char local_18;
  CTriggerMultiple local_17;
  CTriggerMultiple local_16;
  int local_14;
  int local_10;
  
  cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
  if (cVar1 == '\0') {
    return;
  }
  if (*(int *)(this + 0x588) == 0) {
    if ((((this[0x58c] == (CTriggerMultiple)0x0) && (param_1 != (CBaseEntity *)0x0)) &&
        (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) &&
       (cVar1 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1), cVar1 != '\0')) {
      (**(code **)(*(int *)this + 0x1b8))(this,param_1);
      if (this[0x58d] != (CTriggerMultiple)0x0) goto LAB_00b1e0a8;
    }
    else if ((this[0x58d] != (CTriggerMultiple)0x0) || (param_1 == (CBaseEntity *)0x0))
    goto LAB_00b1e0a8;
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1), cVar1 != '\0'))
    {
      (**(code **)(*(int *)this + 0x1b8))(this,param_1);
    }
  }
  else if (((this[0x584] == (CTriggerMultiple)0x0) &&
           (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) &&
          (iVar2 = CBaseEntity::GetTeamNumber(param_1), iVar2 == *(int *)(this + 0x588))) {
    local_16 = this[0x58d];
    local_1c = this;
    local_17 = this[0x58c];
    local_18 = '\x01';
    local_10 = 0;
    local_14 = iVar2;
    piVar3 = (int *)GetGlobalTeam(iVar2);
    if ((piVar3 != (int *)0x0) && (iVar2 = (**(code **)(*piVar3 + 0x354))(piVar3), iVar2 == 0)) {
      local_18 = '\0';
    }
    ForEachPlayer<EntireTeamCheck>((EntireTeamCheck *)&local_1c);
    if (((local_18 != '\0') && (0 < local_10)) &&
       (cVar1 = CDirectorChallengeMode::TeamStartTouchIsValid
                          (*(CDirectorChallengeMode **)(TheDirector + 0x648),(CBaseTrigger *)this),
       cVar1 != '\0')) {
      COutputEvent::FireOutput((COutputEvent *)(this + 0x590),param_1,(CBaseEntity *)this,0.0);
      this[0x584] = (CTriggerMultiple)0x1;
    }
  }
LAB_00b1e0a8:
  ActivateMultiTrigger(this,param_1);
  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)