L L4D2node

CBaseDoor::Use

0x0066a1f0 · 362 bytes · __cdecl

_ZN9CBaseDoor3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CBaseDoor::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CBaseDoor::Use(CBaseDoor *param_1,CBaseEntity *param_2,CBaseEntity *param_3)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  undefined4 *puVar4;
  uint uVar5;
  undefined *puVar6;
  uint uVar7;
  
  iVar3 = (**(code **)(*(int *)param_2 + 0x14c))(param_2);
  if (((iVar3 == 0) || (((byte)param_1[0x149] & 2) == 0)) &&
     ((iVar3 = CBaseEntity::GetTeamNumber(param_2), iVar3 != 3 || (((byte)param_1[0x14a] & 2) == 0))
     )) {
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    *(undefined4 *)(param_1 + 0x494) = *puVar4;
    if (*(int *)(param_1 + 0x518) != 0) {
      ChainUse(param_1);
    }
    uVar5 = *(uint *)(param_1 + 0x494);
    if ((((uVar5 == 0xffffffff) ||
         (puVar6 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar6 + 8) != uVar5 >> 0xc)) ||
       (piVar1 = *(int **)(puVar6 + 4), piVar1 == (int *)0x0)) {
      uVar5 = *(uint *)(param_1 + 0x148);
    }
    else {
      cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
      uVar5 = *(uint *)(param_1 + 0x148);
      if ((cVar2 != '\0') && ((uVar5 & 0x100) == 0)) goto LAB_0066a316;
    }
    if ((uVar5 & 0x10000) == 0) {
      uVar7 = *(uint *)(param_1 + 0x440);
    }
    else {
      uVar7 = *(uint *)(param_1 + 0x440) & 0xfffffffd;
    }
    if ((uVar7 == 1) || (((uVar5 & 0x20) != 0 && (uVar7 == 0)))) {
      if (param_1[0x4fc] == (CBaseDoor)0x0) {
        DoorActivate(param_1);
        return;
      }
      COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x5e0),param_2,param_3,0.0);
LAB_0066a316:
      PlayLockSounds((CBaseEntity *)param_1,(locksound_t *)(param_1 + 0x4d0),1,0);
      return;
    }
  }
  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)