CBasePropDoor::RescueDisable
0x007f30c0 · 240 bytes · __thiscall
_ZN13CBasePropDoor13RescueDisableEb
Decompiled
undefined (2 params)
/* CBasePropDoor::RescueDisable(bool) */
void __thiscall CBasePropDoor::RescueDisable(CBasePropDoor *this,bool param_1)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
if (this[0x162e] != (CBasePropDoor)param_1) {
if (this[0x6c] == (CBasePropDoor)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBasePropDoor)((byte)this[0x70] | 1);
}
this[0x162e] = (CBasePropDoor)param_1;
if (param_1) {
if (this[0x105] != (CBasePropDoor)0x1) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBasePropDoor)0x1;
}
if (*(int *)(this + 0x15f4) == 0) {
(**(code **)(*(int *)this + 0x4a4))(this);
}
piVar1 = gameeventmanager;
this[0x15d4] = (CBasePropDoor)0x1;
(**(code **)(*piVar1 + 0x10))(piVar1,this + 0x15cc,"finale_start",1);
}
else if (this[0x105] != (CBasePropDoor)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBasePropDoor)0x2;
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.