L L4D2node

CTriggerHurt::RadiationThink

0x00b21030 · 213 bytes · __thiscall

_ZN12CTriggerHurt14RadiationThinkEv

Decompiled

undefined (1 param)

/* CTriggerHurt::RadiationThink() */

void __thiscall CTriggerHurt::RadiationThink(CTriggerHurt *this)

{
  CBasePlayer *this_00;
  Vector *pVVar1;
  longdouble lVar2;
  float fVar3;
  Vector local_34 [12];
  Vector local_28 [24];
  
  (**(code **)(*(int *)(this + 0x194) + 0x3c))
            ((CCollisionProperty *)(this + 0x194),local_34,local_28);
  this_00 = (CBasePlayer *)UTIL_FindClientInPVS(local_34,local_28);
  if (this_00 != (CBasePlayer *)0x0) {
    pVVar1 = (Vector *)(**(code **)(*(int *)this_00 + 0x288))(this_00);
    lVar2 = (longdouble)
            CCollisionProperty::CalcDistanceFromPoint((CCollisionProperty *)(this + 0x194),pVVar1);
    CBasePlayer::NotifyNearbyRadiationSource(this_00,(float)lVar2 * 3.0);
  }
  fVar3 = *(float *)(gpGlobals + 0xc);
  if (0.5 <= fVar3 - *(float *)(this + 0x578)) {
    HurtAllTouchers(this,fVar3 - *(float *)(this + 0x578));
    fVar3 = *(float *)(gpGlobals + 0xc);
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,fVar3 + 0.25,(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)