L L4D2node

CPropDoorRotating::MoveDone

0x007e6680 · 106 bytes · __thiscall

_ZN17CPropDoorRotating8MoveDoneEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::MoveDone() */

void __thiscall CPropDoorRotating::MoveDone(CPropDoorRotating *this)

{
  code *UNRECOVERED_JUMPTABLE;
  
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x178c));
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,-1.0);
  UNRECOVERED_JUMPTABLE = *(code **)(this + 0x14);
  if (UNRECOVERED_JUMPTABLE == (code *)0x0) {
    return;
  }
  if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x007e66d2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*UNRECOVERED_JUMPTABLE)();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x007e66e6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + *(int *)(this + 0x18)) + -1))();
  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)