CBasePlayer::NotifyFromElevator
0x007af7e0 · 225 bytes · __thiscall
_ZN11CBasePlayer18NotifyFromElevatorEP13CFuncElevator
Decompiled
undefined (2 params)
/* CBasePlayer::NotifyFromElevator(CFuncElevator*) */
void __thiscall CBasePlayer::NotifyFromElevator(CBasePlayer *this,CFuncElevator *param_1)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined4 *puVar3;
undefined *puVar4;
CFuncElevator *pCVar5;
uVar1 = *(uint *)(this + 0x200c);
if (*(int *)(this + 0x1f7c) == 0) {
if (uVar1 == 0xffffffff) {
if (param_1 == (CFuncElevator *)0x0) {
return;
}
goto LAB_007af84f;
}
}
else {
if (uVar1 == 0xffffffff) {
return;
}
param_1 = (CFuncElevator *)0x0;
}
puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar4 == (undefined *)0xfffffffc) {
pCVar5 = (CFuncElevator *)0x0;
if (param_1 == (CFuncElevator *)0x0) {
return;
}
}
else {
if (*(uint *)(puVar4 + 8) == uVar1 >> 0xc) {
pCVar5 = *(CFuncElevator **)(puVar4 + 4);
}
else {
pCVar5 = (CFuncElevator *)0x0;
}
if (param_1 == pCVar5) {
return;
}
if (*(uint *)(puVar4 + 8) == uVar1 >> 0xc) {
pCVar5 = *(CFuncElevator **)(puVar4 + 4);
}
else {
pCVar5 = (CFuncElevator *)0x0;
}
}
if (param_1 == pCVar5) {
return;
}
LAB_007af84f:
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
if (param_1 != (CFuncElevator *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x200c) = *puVar3;
return;
}
*(undefined4 *)(this + 0x200c) = 0xffffffff;
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.