CBaseDoor::ChainTouch
0x006678a0 · 206 bytes · __thiscall
_ZN9CBaseDoor10ChainTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseDoor::ChainTouch(CBaseEntity*) */
void __thiscall CBaseDoor::ChainTouch(CBaseDoor *this,CBaseEntity *param_1)
{
char *pcVar1;
int *piVar2;
CBaseEntity *pCVar3;
if (this[0x5f9] == (CBaseDoor)0x0) {
pCVar3 = (CBaseEntity *)0x0;
while( true ) {
pcVar1 = *(char **)(this + 0x518);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar3,pcVar1,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar3 == (CBaseEntity *)0x0) break;
if (this != (CBaseDoor *)pCVar3) {
piVar2 = (int *)__dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&typeinfo,0);
if ((piVar2 != (int *)0x0) && (piVar2[0x110] == *(int *)(this + 0x440))) {
*(undefined1 *)((int)piVar2 + 0x5f9) = 1;
(**(code **)(*piVar2 + 0x1b4))(piVar2,param_1);
*(undefined1 *)((int)piVar2 + 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.