L L4D2node

CFuncElevator::MoveDone

0x006bf1c0 · 500 bytes · __thiscall

_ZN13CFuncElevator8MoveDoneEv

Decompiled

undefined (1 param)

/* CFuncElevator::MoveDone() */

void __thiscall CFuncElevator::MoveDone(CFuncElevator *this)

{
  float fVar1;
  uint uVar2;
  CBaseEdict *this_00;
  int iVar3;
  undefined *puVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined1 local_14 [8];
  
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  *(undefined4 *)(this + 0x500) = 0;
  if (this[0x4fc] != (CFuncElevator)0x0) {
    if (this[0x6c] == (CFuncElevator)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CFuncElevator)((byte)this[0x70] | 1);
    }
    this[0x4fc] = (CFuncElevator)0x0;
  }
  uVar6 = 0;
  uVar5 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)StopMoveSoundThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  CBaseToggle::MoveDone((CBaseToggle *)this);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  fVar1 = *(float *)(this + 0x2e8);
  if (fVar1 < *(float *)(this + 0x4d4)) {
    if (fVar1 < *(float *)(this + 0x4e0) || fVar1 == *(float *)(this + 0x4e0)) {
      COutputEvent::FireOutput
                ((COutputEvent *)(this + 0x528),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
      return;
    }
    uVar2 = *(uint *)(this + 0x504);
    if ((((uVar2 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      iVar3 = __dynamic_cast(*(int *)(puVar4 + 4),&CBaseEntity::typeinfo,
                             &CInfoElevatorFloor::typeinfo,0,uVar5,uVar6);
      if (iVar3 != 0) {
        COutputEvent::FireOutput
                  ((COutputEvent *)(iVar3 + 0x440),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
        return;
      }
    }
    return;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x510),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  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)