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 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.