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 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.