CTriggerMultiple::StartTouch
0x00b202c0 · 328 bytes · __thiscall
_ZN16CTriggerMultiple10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerMultiple::StartTouch(CBaseEntity*) */
void __thiscall CTriggerMultiple::StartTouch(CTriggerMultiple *this,CBaseEntity *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
CTriggerMultiple *local_2c;
char local_28;
CTriggerMultiple local_27;
CTriggerMultiple local_26;
int local_24;
undefined4 local_20;
CTriggerMultiple *local_1c;
char local_18;
CTriggerMultiple local_17;
CTriggerMultiple local_16;
int local_14;
undefined4 local_10;
if ((*(int *)(this + 0x588) == 0) ||
(local_24 = CBaseEntity::GetTeamNumber(param_1), local_24 != *(int *)(this + 0x588))) {
CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
return;
}
local_26 = this[0x58d];
local_2c = this;
local_27 = this[0x58c];
local_28 = '\x01';
local_20 = 0;
piVar2 = (int *)GetGlobalTeam(local_24);
if ((piVar2 != (int *)0x0) && (iVar3 = (**(code **)(*piVar2 + 0x354))(piVar2), iVar3 == 0)) {
local_28 = '\0';
}
local_14 = *(int *)(this + 0x588);
local_1c = this;
local_16 = this[0x58d];
local_18 = '\x01';
local_17 = this[0x58c];
local_10 = 0;
piVar2 = (int *)GetGlobalTeam(local_14);
if ((piVar2 != (int *)0x0) && (iVar3 = (**(code **)(*piVar2 + 0x354))(piVar2), iVar3 == 0)) {
local_18 = '\0';
}
ForEachPlayer<EntireTeamCheck>((EntireTeamCheck *)&local_2c);
CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
ForEachPlayer<EntireTeamCheck>((EntireTeamCheck *)&local_1c);
if (local_28 != '\0') {
return;
}
if (local_18 == '\0') {
return;
}
cVar1 = CDirectorChallengeMode::TeamStartTouchIsValid
(*(CDirectorChallengeMode **)(TheDirector + 0x648),(CBaseTrigger *)this);
if (cVar1 == '\0') {
return;
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x590),param_1,(CBaseEntity *)this,0.0);
this[0x584] = (CTriggerMultiple)0x1;
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.