L L4D2node

CPropDoorRotating::OnDoorOpened

0x007e51e0 · 366 bytes · __thiscall

_ZN17CPropDoorRotating12OnDoorOpenedEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::OnDoorOpened() */

void __thiscall CPropDoorRotating::OnDoorOpened(CPropDoorRotating *this)

{
  uint uVar1;
  Vector *pVVar2;
  Vector *pVVar3;
  undefined *puVar4;
  int iVar5;
  
  uVar1 = *(uint *)(this + 0x17c8);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (iVar5 = *(int *)(puVar4 + 4), iVar5 != 0)) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(iVar5 + 0x194),(uint)(*(ushort *)(iVar5 + 0x1b4) | 4));
    if (*(int *)(g_debug_doors._28_4_ + 0x30) != 0) {
      uVar1 = *(uint *)(this + 0x17c8);
      iVar5 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        iVar5 = *(int *)(puVar4 + 4);
      }
      pVVar2 = (Vector *)(**(code **)(*(int *)(iVar5 + 0x194) + 8))(iVar5 + 0x194);
      uVar1 = *(uint *)(this + 0x17c8);
      iVar5 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        iVar5 = *(int *)(puVar4 + 4);
      }
      pVVar3 = (Vector *)(**(code **)(*(int *)(iVar5 + 0x194) + 4))(iVar5 + 0x194);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      NDebugOverlay::Box((Vector *)(this + 0x2e0),pVVar3,pVVar2,0,0xff,0,1,1.0);
      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)