CBasePropDoor::Spawn
0x007f3750 · 440 bytes · __thiscall
_ZN13CBasePropDoor5SpawnEv
Decompiled
undefined (1 param)
/* CBasePropDoor::Spawn() */
void __thiscall CBasePropDoor::Spawn(CBasePropDoor *this)
{
CCollisionProperty *this_00;
CBaseEdict *pCVar1;
int iVar2;
CDynamicProp::Spawn((CDynamicProp *)this);
CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,0.0);
*(undefined4 *)(this + 0x1528) = 0;
(**(code **)(*(int *)this + 0x6c))(this);
(**(code **)(*(int *)this + 0x4bc))(this);
if ((((byte)this[0x149] & 8) != 0) && (this[0x1624] != (CBasePropDoor)0x1)) {
if (this[0x6c] == (CBasePropDoor)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBasePropDoor)((byte)this[0x70] | 1);
}
this[0x1624] = (CBasePropDoor)0x1;
}
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
if (*(float *)(this + 0x11c) == 0.0) {
*(undefined4 *)(this + 0x11c) = 0x42c80000;
}
this_00 = (CCollisionProperty *)(this + 0x194);
CBaseEntity::RemoveFlag((CBaseEntity *)this,0x40000);
CCollisionProperty::SetSolid(this_00,6);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x1000));
CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 3));
if (this[0x14ac] == (CBasePropDoor)0x0) {
CBaseProp::CalculateBlockLOS((CBaseProp *)this);
}
SetDoorBlocker(this,(CBaseEntity *)0x0);
(**(code **)(*(int *)this + 0x4a0))(this);
if (this[0x162e] == (CBasePropDoor)0x0) {
this[0x162f] = (CBasePropDoor)0x0;
return;
}
if (this[0x6c] == (CBasePropDoor)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
this[0x162e] = (CBasePropDoor)0x0;
}
else {
this[0x70] = (CBasePropDoor)((byte)this[0x70] | 1);
this[0x162e] = (CBasePropDoor)0x0;
}
this[0x162f] = (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.