CBaseTrigger::CBaseTrigger
0x00b1f4b0 · 354 bytes · __thiscall
_ZN12CBaseTriggerC1Ev
Decompiled
undefined (1 param)
/* CBaseTrigger::CBaseTrigger() */
void __thiscall CBaseTrigger::CBaseTrigger(CBaseTrigger *this)
{
CBaseEdict *this_00;
int iVar1;
CBaseToggle::CBaseToggle((CBaseToggle *)this);
*(undefined ***)this = &PTR__CBaseTrigger_00d40d08;
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x40000;
*(undefined4 *)(this + 0x4c0) = 0xffffffff;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x4d0) = 0xffffffff;
*(undefined4 *)(this + 0x4d4) = 0;
*(undefined4 *)(this + 0x4dc) = 0;
*(undefined4 *)(this + 0x4e8) = 0xffffffff;
*(undefined4 *)(this + 0x4ec) = 0;
*(undefined4 *)(this + 0x4f4) = 0;
*(undefined4 *)(this + 0x500) = 0xffffffff;
*(undefined4 *)(this + 0x504) = 0;
*(undefined4 *)(this + 0x50c) = 0;
*(undefined4 *)(this + 0x518) = 0xffffffff;
*(undefined4 *)(this + 0x51c) = 0;
*(undefined4 *)(this + 0x524) = 0;
*(undefined4 *)(this + 0x530) = 0xffffffff;
*(undefined4 *)(this + 0x534) = 0;
*(undefined4 *)(this + 0x53c) = 0;
*(undefined4 *)(this + 0x548) = 0xffffffff;
*(undefined4 *)(this + 0x54c) = 0;
*(undefined4 *)(this + 0x554) = 0;
*(undefined4 *)(this + 0x558) = 0;
*(undefined4 *)(this + 0x55c) = 0;
*(undefined4 *)(this + 0x560) = 0;
*(undefined4 *)(this + 0x564) = 0;
if (this[0x568] == (CBaseTrigger)0x0) {
return;
}
if (this[0x6c] == (CBaseTrigger)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
/* try { // try from 00b1f5ee to 00b1f5f2 has its CatchHandler @ 00b1f61d */
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
this[0x568] = (CBaseTrigger)0x0;
}
else {
this[0x70] = (CBaseTrigger)((byte)this[0x70] | 1);
this[0x568] = (CBaseTrigger)0x0;
}
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.