L L4D2node

CTriggerMultiple::CTriggerMultiple

0x00b1f6c0 · 134 bytes · __thiscall

_ZN16CTriggerMultipleC2Ev

Decompiled

undefined (1 param)

/* CTriggerMultiple::CTriggerMultiple() */

void __thiscall CTriggerMultiple::CTriggerMultiple(CTriggerMultiple *this)

{
  CBaseTrigger::CBaseTrigger((CBaseTrigger *)this);
  *(undefined ***)this = &PTR__CTriggerMultiple_00d41ea8;
  *(undefined4 *)(this + 0x56c) = 0;
  *(undefined4 *)(this + 0x578) = 0xffffffff;
  *(undefined4 *)(this + 0x57c) = 0;
  *(undefined4 *)(this + 0x590) = 0;
  *(undefined4 *)(this + 0x59c) = 0xffffffff;
  *(undefined4 *)(this + 0x5a0) = 0;
  *(undefined4 *)(this + 0x5a8) = 0;
  *(undefined4 *)(this + 0x5b4) = 0xffffffff;
  *(undefined4 *)(this + 0x5b8) = 0;
  this[0x58c] = (CTriggerMultiple)0x0;
  this[0x58d] = (CTriggerMultiple)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)