L L4D2node

CBasePropDoor::Use

0x007e6030 · 217 bytes · __cdecl

_ZN13CBasePropDoor3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CBasePropDoor::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CBasePropDoor::Use(int *param_1,int *param_2)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  
  if ((*(byte *)((int)param_1 + 0x149) & 0x80) != 0) {
    return;
  }
  if (((param_2 != (int *)0x0) && (cVar2 = (**(code **)(*param_2 + 0x16c))(param_2), cVar2 != '\0'))
     && (cVar2 = (**(code **)(*param_2 + 0x170))(param_2), cVar2 != '\0')) {
    return;
  }
  uVar1 = param_1[0x59a];
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (*(int **)(puVar3 + 4) != (int *)0x0)))) {
                    /* WARNING: Could not recover jumptable at 0x007e610a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(puVar3 + 4) + 0x1ac))();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x007e60dc. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*param_1 + 0x4c0))();
  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)