L L4D2node

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 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)