CBaseDoor::CBaseDoor
0x00667210 · 380 bytes · __thiscall
_ZN9CBaseDoorC2Ev
Decompiled
undefined (1 param)
/* CBaseDoor::CBaseDoor() */
void __thiscall CBaseDoor::CBaseDoor(CBaseDoor *this)
{
int *piVar1;
CBaseToggle::CBaseToggle((CBaseToggle *)this);
*(undefined ***)this = &PTR__CBaseDoor_00c6ff48;
piVar1 = gameeventmanager;
*(undefined4 *)(this + 0x4bc) = 0x2a;
*(undefined ***)(this + 0x4b8) = &PTR__CBaseDoor_00c70288;
*(undefined ***)(this + 0x4d0) = &PTR_GetDataDescMap_00cc4958;
*(undefined4 *)(this + 0x520) = 0;
*(undefined4 *)(this + 0x52c) = 0xffffffff;
*(undefined4 *)(this + 0x530) = 0;
*(undefined4 *)(this + 0x538) = 0;
*(undefined4 *)(this + 0x544) = 0xffffffff;
*(undefined4 *)(this + 0x548) = 0;
*(undefined4 *)(this + 0x550) = 0;
*(undefined4 *)(this + 0x55c) = 0xffffffff;
*(undefined4 *)(this + 0x560) = 0;
*(undefined4 *)(this + 0x568) = 0;
*(undefined4 *)(this + 0x574) = 0xffffffff;
*(undefined4 *)(this + 0x578) = 0;
*(undefined4 *)(this + 0x580) = 0;
*(undefined4 *)(this + 0x58c) = 0xffffffff;
*(undefined4 *)(this + 0x590) = 0;
*(undefined4 *)(this + 0x598) = 0;
*(undefined4 *)(this + 0x5a4) = 0xffffffff;
*(undefined4 *)(this + 0x5a8) = 0;
*(undefined4 *)(this + 0x5b0) = 0;
*(undefined4 *)(this + 0x5bc) = 0xffffffff;
*(undefined4 *)(this + 0x5c0) = 0;
*(undefined4 *)(this + 0x5c8) = 0;
*(undefined4 *)(this + 0x5d4) = 0xffffffff;
*(undefined4 *)(this + 0x5d8) = 0;
*(undefined4 *)(this + 0x5e0) = 0;
*(undefined4 *)(this + 0x5ec) = 0xffffffff;
*(undefined4 *)(this + 0x5f0) = 0;
this[0x4c0] = (CBaseDoor)0x1;
/* try { // try from 00667381 to 00667383 has its CatchHandler @ 0066738c */
(**(code **)(*piVar1 + 0x10))(piVar1,this + 0x4b8,"round_start",1);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.