CBaseDoor::ChainUse
0x00667740 · 329 bytes · __thiscall
_ZN9CBaseDoor8ChainUseEv
Decompiled
undefined (1 param)
/* CBaseDoor::ChainUse() */
void __thiscall CBaseDoor::ChainUse(CBaseDoor *this)
{
uint uVar1;
char *pcVar2;
int *piVar3;
undefined *puVar4;
CBaseEntity *pCVar5;
undefined4 local_20;
if (this[0x5f9] == (CBaseDoor)0x0) {
pCVar5 = (CBaseEntity *)0x0;
while( true ) {
pcVar2 = *(char **)(this + 0x518);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar5,pcVar2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar5 == (CBaseEntity *)0x0) break;
if (this != (CBaseDoor *)pCVar5) {
piVar3 = (int *)__dynamic_cast(pCVar5,&CBaseEntity::typeinfo,&typeinfo,0);
if (piVar3 != (int *)0x0) {
if ((piVar3[0x110] == *(int *)(this + 0x440)) &&
(*(CBaseDoor *)(piVar3 + 0x13f) == this[0x4fc])) {
*(undefined1 *)((int)piVar3 + 0x5f9) = 1;
local_20 = 0;
uVar1 = *(uint *)(this + 0x494);
if ((uVar1 != 0xffffffff) &&
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc
&& (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) {
local_20 = *(undefined4 *)(puVar4 + 4);
}
(**(code **)(*piVar3 + 0x1ac))(piVar3,local_20,0,3,0);
*(undefined1 *)((int)piVar3 + 0x5f9) = 0;
}
}
}
}
}
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.