CBaseDoor::DoorActivate
0x0066a000 · 199 bytes · __thiscall
_ZN9CBaseDoor12DoorActivateEv
Decompiled
undefined (1 param)
/* CBaseDoor::DoorActivate() */
undefined4 __thiscall CBaseDoor::DoorActivate(CBaseDoor *this)
{
uint uVar1;
char cVar2;
undefined4 uVar3;
undefined *puVar4;
uVar3 = 0;
uVar1 = *(uint *)(this + 0x494);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
uVar3 = *(undefined4 *)(puVar4 + 4);
}
cVar2 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x4b4),uVar3);
uVar3 = 0;
if (cVar2 != '\0') {
if ((((byte)this[0x148] & 0x20) == 0) || (*(int *)(this + 0x440) != 0)) {
PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x4d0),0,0);
if ((*(uint *)(this + 0x440) & 0xfffffffd) != 0) {
DoorGoUp(this);
return 1;
}
}
else {
DoorGoDown(this);
}
uVar3 = 1;
}
return uVar3;
}
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.