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 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.