CBasePropDoor::UpdateAreaPortals
0x007f32a0 · 207 bytes · __thiscall
_ZN13CBasePropDoor17UpdateAreaPortalsEb
Decompiled
undefined (2 params)
/* CBasePropDoor::UpdateAreaPortals(bool) */
void __thiscall CBasePropDoor::UpdateAreaPortals(CBasePropDoor *this,bool param_1)
{
int iVar1;
char cVar2;
CBaseEntity *pCVar3;
CBasePropDoor *pCVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 uVar7;
char *pcVar8;
undefined1 local_24 [20];
pcVar8 = "AreaPortal";
uVar7 = 0;
uVar5 = 0;
uVar6 = 0;
pCVar4 = this;
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
cVar2 = (**(code **)(*(int *)this + 0x480))(this,pCVar4,uVar5,uVar6,uVar7,pcVar8);
iVar1 = *(int *)(this + 0x154);
if (cVar2 == '\0') {
param_1 = true;
}
if (iVar1 != 0) {
pCVar3 = (CBaseEntity *)0x0;
while( true ) {
pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar3,"func_areaportal");
if (pCVar3 == (CBaseEntity *)0x0) break;
cVar2 = (**(code **)(*(int *)pCVar3 + 0x168))(pCVar3,iVar1);
if (cVar2 != '\0') {
(**(code **)(*(int *)pCVar3 + 0x1ac))(pCVar3,this,this,param_1,0);
}
}
}
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.