CBaseDoor::Activate
0x00668410 · 379 bytes · __thiscall
_ZN9CBaseDoor8ActivateEv
Decompiled
undefined (1 param)
/* CBaseDoor::Activate() */
void __thiscall CBaseDoor::Activate(CBaseDoor *this)
{
CBaseDoor *pCVar1;
char cVar2;
int iVar3;
int iVar4;
CBaseDoor *local_11c [67];
CBaseEntity::Activate((CBaseEntity *)this);
this[0x4fb] = (CBaseDoor)0x1;
iVar3 = GetDoorMovementGroup(this,local_11c,0x40);
if (0 < iVar3) {
iVar4 = 0;
do {
while (((pCVar1 = local_11c[iVar4], *(float *)(this + 0x4c4) != *(float *)(pCVar1 + 0x4c4) ||
(*(float *)(this + 0x4c8) != *(float *)(pCVar1 + 0x4c8))) ||
(*(float *)(this + 0x4cc) != *(float *)(pCVar1 + 0x4cc)))) {
LAB_006684a7:
iVar4 = iVar4 + 1;
if (iVar4 == iVar3) goto LAB_00668550;
}
cVar2 = (**(code **)(*(int *)pCVar1 + 0x330))(pCVar1);
if (cVar2 != '\0') {
pCVar1 = local_11c[iVar4];
if (((*(float *)(this + 0x3a8) != *(float *)(pCVar1 + 0x3a8)) ||
(*(float *)(this + 0x3ac) != *(float *)(pCVar1 + 0x3ac))) ||
(*(float *)(this + 0x3b0) != *(float *)(pCVar1 + 0x3b0))) goto LAB_006684a0;
goto LAB_006684a7;
}
pCVar1 = local_11c[iVar4];
if (((*(float *)(this + 0x39c) != *(float *)(pCVar1 + 0x39c)) ||
(*(float *)(this + 0x3a0) != *(float *)(pCVar1 + 0x3a0))) ||
(*(float *)(this + 0x3a4) != *(float *)(pCVar1 + 0x3a4))) {
LAB_006684a0:
this[0x4fb] = (CBaseDoor)0x0;
goto LAB_006684a7;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar3);
}
LAB_00668550:
if (*(int *)(this + 0x440) == 0) {
UpdateAreaPortals(this,true);
return;
}
if (*(int *)(this + 0x440) == 1) {
UpdateAreaPortals(this,false);
}
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.