L L4D2node

CPropDoorRotating::OnDoorClosed

0x007e6bf0 · 488 bytes · __thiscall

_ZN17CPropDoorRotating12OnDoorClosedEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::OnDoorClosed() */

void __thiscall CPropDoorRotating::OnDoorClosed(CPropDoorRotating *this)

{
  float fVar1;
  uint uVar2;
  Vector *pVVar3;
  Vector *pVVar4;
  undefined *puVar5;
  int iVar6;
  longdouble lVar7;
  
  fVar1 = *(float *)(ZombieDoorReopenInterval._28_4_ + 0x2c);
  lVar7 = (longdouble)CountdownTimer::Now();
  if ((float)lVar7 + fVar1 != *(float *)(this + 0x1644)) {
    (**(code **)(*(int *)(this + 0x163c) + 4))(this + 0x163c,this + 0x1644);
    *(float *)(this + 0x1644) = (float)lVar7 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x1640)) {
    (**(code **)(*(int *)(this + 0x163c) + 4))(this + 0x163c,this + 0x1640);
    *(float *)(this + 0x1640) = fVar1;
  }
  uVar2 = *(uint *)(this + 0x17c8);
  if ((((uVar2 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) &&
     (*(CBaseEntity **)(puVar5 + 4) != (CBaseEntity *)0x0)) {
    UTIL_Remove(*(CBaseEntity **)(puVar5 + 4));
    if (*(int *)(g_debug_doors._28_4_ + 0x30) != 0) {
      uVar2 = *(uint *)(this + 0x17c8);
      iVar6 = 0;
      if (((uVar2 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) {
        iVar6 = *(int *)(puVar5 + 4);
      }
      pVVar3 = (Vector *)(**(code **)(*(int *)(iVar6 + 0x194) + 8))(iVar6 + 0x194);
      uVar2 = *(uint *)(this + 0x17c8);
      iVar6 = 0;
      if (((uVar2 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) {
        iVar6 = *(int *)(puVar5 + 4);
      }
      pVVar4 = (Vector *)(**(code **)(*(int *)(iVar6 + 0x194) + 4))(iVar6 + 0x194);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      NDebugOverlay::Box((Vector *)(this + 0x2e0),pVVar4,pVVar3,0,0xff,0,1,1.0);
      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.



        

        

          

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