CBasePropDoor::SetDoorBlocker
0x007f33a0 · 110 bytes · __thiscall
_ZN13CBasePropDoor14SetDoorBlockerEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBasePropDoor::SetDoorBlocker(CBaseEntity*) */
void __thiscall CBasePropDoor::SetDoorBlocker(CBasePropDoor *this,CBaseEntity *param_1)
{
uint uVar1;
uint *puVar2;
undefined *puVar3;
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x1628) = 0xffffffff;
}
else {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
puVar3 = g_pEntityList;
uVar1 = *puVar2;
*(uint *)(this + 0x1628) = uVar1;
if ((((uVar1 != 0xffffffff) &&
(puVar3 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
return;
}
}
this[0x162c] = (CBasePropDoor)0x0;
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.