CBaseDoor::GetDoorMovementGroup
0x00668360 · 169 bytes · __thiscall
_ZN9CBaseDoor20GetDoorMovementGroupEPPS_i
Decompiled
undefined (3 params)
/* CBaseDoor::GetDoorMovementGroup(CBaseDoor**, int) */
int __thiscall CBaseDoor::GetDoorMovementGroup(CBaseDoor *this,CBaseDoor **param_1,int param_2)
{
CBaseDoor *pCVar1;
char *pcVar2;
int iVar3;
CBaseEntity *pCVar4;
pCVar4 = (CBaseEntity *)0x0;
iVar3 = 0;
pcVar2 = *(char **)(this + 0x154);
if (pcVar2 == (char *)0x0) {
return 0;
}
do {
pCVar4 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar4,pcVar2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (this != (CBaseDoor *)pCVar4) {
if (pCVar4 == (CBaseEntity *)0x0) {
return iVar3;
}
pCVar1 = (CBaseDoor *)__dynamic_cast(pCVar4,&CBaseEntity::typeinfo,&typeinfo,0);
if ((pCVar1 != (CBaseDoor *)0x0) && (iVar3 < param_2)) {
param_1[iVar3] = pCVar1;
iVar3 = iVar3 + 1;
}
}
pcVar2 = *(char **)(this + 0x154);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
} while( true );
}
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.