L L4D2node

CRotDoor::Spawn

0x00668000 · 518 bytes · __thiscall

_ZN8CRotDoor5SpawnEv

Decompiled

undefined (1 param)

/* CRotDoor::Spawn() */

void __thiscall CRotDoor::Spawn(CRotDoor *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float local_10;
  
  CBaseDoor::Spawn((CBaseDoor *)this);
  CBaseToggle::AxisDir((CBaseToggle *)this);
  fVar8 = *(float *)(this + 0x46c);
  if ((*(uint *)(this + 0x148) & 2) == 0) {
    local_10 = *(float *)(this + 0x474);
    fVar7 = *(float *)(this + 0x470);
  }
  else {
    fVar8 = -fVar8;
    *(float *)(this + 0x46c) = fVar8;
    fVar7 = -*(float *)(this + 0x470);
    *(float *)(this + 0x470) = fVar7;
    local_10 = -*(float *)(this + 0x474);
    *(float *)(this + 0x474) = local_10;
  }
  fVar4 = *(float *)(this + 0x444);
  fVar1 = *(float *)(this + 0x3a8);
  fVar2 = *(float *)(this + 0x3ac);
  fVar3 = *(float *)(this + 0x3b0);
  *(float *)(this + 0x478) = fVar1;
  *(float *)(this + 0x47c) = fVar2;
  *(float *)(this + 0x480) = fVar3;
  fVar6 = fVar8 * fVar4 + fVar1;
  fVar5 = fVar7 * fVar4 + fVar2;
  fVar4 = fVar4 * local_10 + fVar3;
  *(float *)(this + 0x484) = fVar6;
  *(float *)(this + 0x488) = fVar5;
  *(float *)(this + 0x48c) = fVar4;
  if ((*(uint *)(this + 0x148) & 1) == 0) {
    if (*(int *)(this + 0x500) == 1) {
      (**(code **)(*(int *)this + 0x1dc))(this,0,this + 0x484,0);
      *(undefined4 *)(this + 0x440) = 0;
    }
    else {
      *(undefined4 *)(this + 0x440) = 1;
    }
  }
  else {
    *(float *)(this + 0x488) = fVar2;
    *(float *)(this + 0x480) = fVar4;
    *(float *)(this + 0x484) = fVar1;
    *(float *)(this + 0x48c) = fVar3;
    *(float *)(this + 0x478) = fVar6;
    *(float *)(this + 0x47c) = fVar5;
    *(float *)(this + 0x46c) = -fVar8;
    *(float *)(this + 0x470) = -fVar7;
    *(float *)(this + 0x474) = -local_10;
    (**(code **)(*(int *)this + 0x1dc))(this,0,this + 0x478,0);
    *(undefined4 *)(this + 0x440) = 1;
  }
  if (this[0x600] != (CRotDoor)0x0) {
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
  }
  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)