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 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.