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 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.