L L4D2node

CTriggerLook::StartTouch

0x00b20410 · 185 bytes · __thiscall

_ZN12CTriggerLook10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerLook::StartTouch(CBaseEntity*) */

void __thiscall CTriggerLook::StartTouch(CTriggerLook *this,CBaseEntity *param_1)

{
  char cVar1;
  undefined4 *puVar2;
  undefined1 local_14 [8];
  
  CTriggerMultiple::StartTouch((CTriggerMultiple *)this,param_1);
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if ((cVar1 != '\0') && (*(float *)(this + 0x5d4) != 0.0)) {
    this[0x5d8] = (CTriggerLook)0x0;
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x5dc) = *puVar2;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TimeoutThink);
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,*(float *)(this + 0x5d4) + *(float *)(gpGlobals + 0xc),
               (char *)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)