L L4D2node

CBaseDoor::CreateVPhysics

0x006669b0 · 389 bytes · __thiscall

_ZN9CBaseDoor14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CBaseDoor::CreateVPhysics() */

undefined4 __thiscall CBaseDoor::CreateVPhysics(CBaseDoor *this)

{
  CCollisionProperty *this_00;
  float fVar1;
  CBaseEdict *this_01;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  uint uVar5;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  float local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  CBaseDoor *local_28;
  undefined4 local_20;
  
  if (*(char **)(this + 0x7c) != "func_water") {
    cVar2 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"func_water");
    if (cVar2 == '\0') {
      CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
      return 1;
    }
  }
  this_00 = (CCollisionProperty *)(this + 0x194);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x20));
  uVar5 = *(uint *)(this + 0x148) | 0x1000;
  if (*(uint *)(this + 0x148) != uVar5) {
    if (this[0x6c] == (CBaseDoor)0x0) {
      this_01 = *(CBaseEdict **)(this + 0x30);
      if (this_01 != (CBaseEdict *)0x0) {
        *(uint *)this_01 = *(uint *)this_01 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_01);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseDoor)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x148) = uVar5;
  }
  uVar4 = CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
  local_34 = 0x3c23d70a;
  local_50 = 0;
  local_4c = 0;
  local_48 = 0x3f800000;
  iVar3 = (**(code **)(*(int *)(this + 0x194) + 0x20))(this_00);
  fVar1 = *(float *)(iVar3 + 8);
  iVar3 = (**(code **)(*(int *)(this + 0x194) + 8))(this_00);
  local_28 = this;
  local_40 = 0;
  local_3c = 0;
  local_44 = fVar1 + *(float *)(iVar3 + 8) + -1.0;
  local_38 = 0;
  local_30 = 0x3dcccccd;
  local_2c = 0x3c23d70a;
  local_20 = 0x20;
  (**(code **)(*physenv + 0x30))(physenv,uVar4,&local_50);
  return 1;
}

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)