L L4D2node

CWeightButton::TriggerThink

0x00b60140 · 241 bytes · __thiscall

_ZN13CWeightButton12TriggerThinkEv

Decompiled

undefined (1 param)

/* CWeightButton::TriggerThink() */

void __thiscall CWeightButton::TriggerThink(CWeightButton *this)

{
  longdouble lVar1;
  vphysics_objectstress_t local_18 [16];
  
  if (*(IPhysicsObject **)(this + 0x238) != (IPhysicsObject *)0x0) {
    lVar1 = (longdouble)
            CalculateObjectStress(*(IPhysicsObject **)(this + 0x238),(CBaseEntity *)this,local_18);
    if (((float)lVar1 <= *(float *)(this + 0x470)) || (this[0x474] != (CWeightButton)0x0)) {
      if (((float)lVar1 < *(float *)(this + 0x470)) && (this[0x474] != (CWeightButton)0x0)) {
        COutputEvent::FireOutput
                  ((COutputEvent *)(this + 0x458),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
        this[0x474] = (CWeightButton)0x0;
      }
    }
    else {
      COutputEvent::FireOutput
                ((COutputEvent *)(this + 0x440),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
      this[0x474] = (CWeightButton)0x1;
    }
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,*(float *)(gpGlobals + 0x1c) + *(float *)(gpGlobals + 0xc),
               (char *)0x0);
    return;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(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)