L L4D2node

CBasePropDoor::DoorOpenMoveDone

0x007f3420 · 370 bytes · __thiscall

_ZN13CBasePropDoor16DoorOpenMoveDoneEv

Decompiled

undefined (1 param)

/* CBasePropDoor::DoorOpenMoveDone() */

void __thiscall CBasePropDoor::DoorOpenMoveDone(CBasePropDoor *this)

{
  CBaseEdict *this_00;
  char *pcVar1;
  int iVar2;
  
  SetDoorBlocker(this,(CBaseEntity *)0x0);
  if (((byte)this[0x149] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(this + 0x164c) != (char *)0x0) {
      pcVar1 = *(char **)(this + 0x164c);
    }
    CBaseEntity::EmitSound((CBaseEntity *)this,pcVar1,0.0,(float *)0x0);
  }
  if (*(int *)(this + 0x15f4) != 2) {
    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);
    }
    *(undefined4 *)(this + 0x15f4) = 2;
  }
  if (*(float *)(this + 0x15d8) != -1.0) {
    CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,*(float *)(this + 0x15d8) + 0.1);
    *(code **)(this + 0x14) = DoorAutoCloseThink;
    *(undefined4 *)(this + 0x18) = 0;
    if (*(float *)(this + 0x15d8) == -1.0) {
      CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
    }
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x16e4),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  (**(code **)(*(int *)this + 0x4a8))(this);
  if (0 < *(int *)(this + 0x1660)) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
    *(undefined4 *)(this + 0x1660) = 0;
  }
  *(undefined4 *)(this + 0x1620) = 0xffffffff;
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)