L L4D2node

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 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)