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 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.