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 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.