L L4D2node

CBaseTrigger::InitTrigger

0x00b1e970 · 369 bytes · __thiscall

_ZN12CBaseTrigger11InitTriggerEv

Decompiled

undefined (1 param)

/* CBaseTrigger::InitTrigger() */

void __thiscall CBaseTrigger::InitTrigger(CBaseTrigger *this)

{
  CCollisionProperty *this_00;
  uint uVar1;
  code *pcVar2;
  undefined1 *puVar3;
  int iVar4;
  undefined *puVar5;
  undefined1 *local_20 [4];
  
  iVar4 = 1;
  uVar1 = *(uint *)(this + 0x180);
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    iVar4 = (-(uint)(*(int *)(puVar5 + 4) == 0) & 0xfffffffb) + 6;
  }
  this_00 = (CCollisionProperty *)(this + 0x194);
  CCollisionProperty::SetSolid(this_00,iVar4);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  if (this[0x4b8] == (CBaseTrigger)0x0) {
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 8));
  }
  else {
    CCollisionProperty::SetSolidFlags(this_00,*(ushort *)(this + 0x1b4) & 0xfffffff7);
  }
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  pcVar2 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  puVar3 = &DAT_00d539c2;
  if (local_20[0] != (undefined1 *)0x0) {
    puVar3 = local_20[0];
  }
  (*pcVar2)(this,puVar3);
  if (*(int *)(showtriggers._28_4_ + 0x30) == 0) {
    CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  }
  *(undefined4 *)(this + 0x560) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x554));
  *(undefined4 *)(this + 0x564) = *(undefined4 *)(this + 0x554);
  if (((byte)this[0x149] & 4) != 0) {
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x200));
  }
  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)