L L4D2node

CTriggerMultiple::Spawn

0x00b1ec60 · 368 bytes · __thiscall

_ZN16CTriggerMultiple5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerMultiple::Spawn() */

void __thiscall CTriggerMultiple::Spawn(CTriggerMultiple *this)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  float fVar4;
  undefined1 local_14 [8];
  
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  pcVar2 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar2 = *(char **)(gpGlobals + 0x3c);
  }
  iVar3 = _V_stricmp(pcVar2,"c5m2_park");
  if (iVar3 == 0) {
    if (*(char **)(this + 0x154) != "finale_decon_trigger") {
      cVar1 = CBaseEntity::NameMatchesComplex((CBaseEntity *)this,"finale_decon_trigger");
      if (cVar1 == '\0') goto LAB_00b1ecb9;
    }
    CBaseEntityOutput::DeleteAllElements((CBaseEntityOutput *)(this + 0x4f4));
    (**(code **)(*(int *)this + 0x84))
              (this,"OnEntireTeamEndTouch","ceda_trailer_allinside_branch,SetValueTest,0,0,-1");
  }
LAB_00b1ecb9:
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  if (*(float *)(this + 0x448) == 0.0) {
    *(undefined4 *)(this + 0x448) = 0x3e4ccccd;
  }
  this[0x584] = (CTriggerMultiple)0x0;
  *(code **)(this + 0xd8) = MultiTouch;
  *(undefined4 *)(this + 0xdc) = 0;
  if (*(int *)(this + 0x588) == 0) {
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TeamTouchThink);
  fVar4 = 0.0;
  if (*(int *)(this + 0x30) != 0) {
    fVar4 = (float)((*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) % 10) * 0.1;
  }
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 10.0 + fVar4,(char *)0x0);
  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)