L L4D2node

CTriggerCallback::StartTouch

0x00b20730 · 168 bytes · __thiscall

_ZN16CTriggerCallback10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerCallback::StartTouch(CBaseEntity*) */

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

{
  char cVar1;
  uint uVar2;
  code *pcVar3;
  undefined *puVar4;
  int *piVar5;
  
  piVar5 = *(int **)(param_1 + 0x238);
  if ((piVar5 != (int *)0x0) && (uVar2 = (**(code **)(*piVar5 + 0x50))(piVar5), (uVar2 & 4) != 0)) {
    return;
  }
  cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
  if (cVar1 == '\0') {
    return;
  }
  uVar2 = *(uint *)(this + 0x180);
  if ((((uVar2 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
     ((*(int *)(puVar4 + 4) != 0 && (pcVar3 = *(code **)(this + 0x56c), pcVar3 != (code *)0x0)))) {
    piVar5 = (int *)(*(int *)(puVar4 + 4) + *(int *)(this + 0x570));
    if (((uint)pcVar3 & 1) != 0) {
      pcVar3 = *(code **)(pcVar3 + *piVar5 + -1);
    }
    (*pcVar3)(piVar5,param_1);
  }
  CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
  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)