L L4D2node

CBaseDoor::StartMovingSound

0x006688c0 · 282 bytes · __thiscall

_ZN9CBaseDoor16StartMovingSoundEv

Decompiled

undefined (1 param)

/* CBaseDoor::StartMovingSound() */

void __thiscall CBaseDoor::StartMovingSound(CBaseDoor *this)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  int *piVar4;
  int iVar5;
  undefined4 uVar6;
  undefined *puVar7;
  int *piVar8;
  
  MovingSoundThink(this);
  uVar1 = *(uint *)(this + 0x494);
  if ((((uVar1 == 0xffffffff) ||
       (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) ||
     ((piVar8 = *(int **)(puVar7 + 4), piVar8 == (int *)0x0 ||
      (cVar3 = (**(code **)(*piVar8 + 0x16c))(piVar8), cVar3 == '\0')))) {
    piVar8 = (int *)0x0;
  }
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"door_moving",0,0);
  if (piVar4 != (int *)0x0) {
    if (*(int *)(this + 0x30) == 0) {
      iVar5 = 0;
    }
    else {
      iVar5 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    (**(code **)(*piVar4 + 0x30))(piVar4,"entindex",iVar5);
    pcVar2 = *(code **)(*piVar4 + 0x30);
    uVar6 = 0;
    if (piVar8 != (int *)0x0) {
      uVar6 = (**(code **)(*engine + 0x40))(engine,piVar8[0xc]);
    }
    (*pcVar2)(piVar4,"userid",uVar6);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
  }
  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)