L L4D2node

CTriggerPush::StartTouch

0x00b204d0 · 204 bytes · __thiscall

_ZN12CTriggerPush10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerPush::StartTouch(CBaseEntity*) */

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

{
  char cVar1;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
  cVar1 = IsPushable(this,param_1);
  if ((cVar1 != '\0') && (this[0x578] != (CTriggerPush)0x0)) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    VectorRotate((float *)(this + 0x56c),(matrix3x4_t *)(this + 0x28c),&local_24);
    local_10 = *(float *)(this + 0x580);
    local_18 = local_24 * local_10;
    local_14 = local_20 * local_10;
    local_10 = local_10 * local_1c;
    CBaseEntity::ApplyAbsVelocityImpulse(param_1,(Vector *)&local_18);
    if (0.0 < local_1c) {
      CBaseEntity::SetGroundEntity(param_1,(CBaseEntity *)0x0);
      return;
    }
  }
  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)