L L4D2node

CBasePropDoor::EndBlocked

0x007e6440 · 335 bytes · __thiscall

_ZN13CBasePropDoor10EndBlockedEv

Decompiled

undefined (1 param)

/* CBasePropDoor::EndBlocked() */

void __thiscall CBasePropDoor::EndBlocked(CBasePropDoor *this)

{
  uint uVar1;
  int iVar2;
  char *pcVar3;
  undefined *puVar4;
  int iVar5;
  CBasePropDoor *in_stack_ffffffd4;
  
  uVar1 = *(uint *)(this + 0x1668);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar4 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x007e6575. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(puVar4 + 4) + 0x1c4))();
    return;
  }
  iVar2 = *(int *)(this + 0x15e8);
  iVar5 = 0;
  if (0 < iVar2) {
    while( true ) {
      uVar1 = *(uint *)(*(int *)(this + 0x15dc) + iVar5 * 4);
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
          ((*(int *)(puVar4 + 4) != 0 && (*(char *)(*(int *)(puVar4 + 4) + 0x162c) == '\0')))))) {
        OnEndBlocked(in_stack_ffffffd4);
      }
      if (iVar5 + 1 == iVar2) break;
      iVar5 = iVar5 + 1;
    }
  }
  if (((byte)this[0x149] & 0x10) == 0) {
    pcVar3 = "";
    if (*(char **)(this + 0x1648) != (char *)0x0) {
      pcVar3 = *(char **)(this + 0x1648);
    }
    CBaseEntity::EmitSound((CBaseEntity *)this,pcVar3,0.0,(float *)0x0);
  }
  if (*(int *)(this + 0x15f4) == 3) {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x169c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  else {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x16b4),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  if (this[0x162c] == (CBasePropDoor)0x0) {
    OnEndBlocked(this);
    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)