CBaseDoor::DoorTouch
0x0066a0e0 · 265 bytes · __thiscall
_ZN9CBaseDoor9DoorTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseDoor::DoorTouch(CBaseEntity*) */
void __thiscall CBaseDoor::DoorTouch(CBaseDoor *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 *puVar2;
int iVar3;
if (*(int *)(this + 0x518) != 0) {
ChainTouch(this,param_1);
}
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar1 != '\0') && (((byte)this[0x149] & 4) != 0)) {
if (*(int *)(this + 0x4b4) != 0) {
cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x4b4),param_1);
if (cVar1 == '\0') {
PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x4d0),1,0);
}
}
if (this[0x4fc] == (CBaseDoor)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x494) = *puVar2;
iVar3 = DoorActivate(this);
if (iVar3 != 0) {
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
}
}
else {
COutputEvent::FireOutput((COutputEvent *)(this + 0x5e0),param_1,param_1,0.0);
PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x4d0),1,0);
}
}
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.