L L4D2node

CTriggerEscape::TeamEscapeThink

0x00b1e830 · 292 bytes · __thiscall

_ZN14CTriggerEscape15TeamEscapeThinkEv

Decompiled

undefined (1 param)

/* CTriggerEscape::TeamEscapeThink() */

void __thiscall CTriggerEscape::TeamEscapeThink(CTriggerEscape *this)

{
  char cVar1;
  uint uVar2;
  CTriggerEscape *local_20;
  undefined4 local_1c;
  int local_18;
  int local_14;
  int local_10;
  
  if (this[0x4b8] != (CTriggerEscape)0x0) {
    return;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  cVar1 = CDirector::IsFinaleVehicleReady(TheDirector);
  if (cVar1 == '\0') {
    return;
  }
  local_20 = this;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
  ForEachSurvivor<TriggerEscapeCounter>((TriggerEscapeCounter *)&local_20);
  if (local_18 == 0) {
    if (*(int *)(this + 0x56c) == 0) {
      return;
    }
LAB_00b1e910:
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x588),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
    uVar2 = 0;
  }
  else {
    if (local_10 == 0) {
      uVar2 = (uint)(local_14 != 0);
      if (*(uint *)(this + 0x56c) == uVar2) {
        return;
      }
      if (uVar2 != 1) {
        if (uVar2 != 0) goto LAB_00b1e8f8;
        goto LAB_00b1e910;
      }
    }
    else if (*(int *)(this + 0x56c) == 1) {
      return;
    }
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x570),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
    uVar2 = 1;
  }
LAB_00b1e8f8:
  *(uint *)(this + 0x56c) = uVar2;
  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)