L L4D2node

CTriggerHurt::HurtThink

0x00b21110 · 145 bytes · __thiscall

_ZN12CTriggerHurt9HurtThinkEv

Decompiled

undefined (1 param)

/* CTriggerHurt::HurtThink() */

void __thiscall CTriggerHurt::HurtThink(CTriggerHurt *this)

{
  int iVar1;
  float fVar2;
  undefined1 local_14 [12];
  
  iVar1 = HurtAllTouchers(this,0.5);
  if (iVar1 < 1) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  }
  else {
    fVar2 = 0.5;
    if (this[0x598] != (CTriggerHurt)0x0) {
      fVar2 = 0.0;
    }
    CBaseEntity::SetNextThink((CBaseEntity *)this,fVar2 + *(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)