CBasePropDoor::Unlock
0x007f3a80 · 271 bytes · __thiscall
_ZN13CBasePropDoor6UnlockEb
Decompiled
undefined (2 params)
/* CBasePropDoor::Unlock(bool) */
void __thiscall CBasePropDoor::Unlock(CBasePropDoor *this,bool param_1)
{
uint uVar1;
CBaseEdict *this_00;
char *pcVar2;
int iVar3;
undefined *puVar4;
int iVar5;
if (this[0x1624] != (CBasePropDoor)0x0) {
if (this[0x6c] == (CBasePropDoor)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBasePropDoor)((byte)this[0x70] | 1);
}
this[0x1624] = (CBasePropDoor)0x0;
}
if (param_1) {
pcVar2 = "";
if (*(char **)(this + 0x1658) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x1658);
}
CBaseEntity::EmitSound((CBaseEntity *)this,pcVar2,0.0,(float *)0x0);
iVar3 = *(int *)(this + 0x15e8);
if (0 < iVar3) {
iVar5 = 0;
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x15dc) + iVar5 * 4), uVar1 != 0xffffffff &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc
)) && (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(*(CBaseEntity **)(puVar4 + 4) != (CBaseEntity *)0x0))) {
pcVar2 = *(char **)(this + 0x1658);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
iVar5 = iVar5 + 1;
CBaseEntity::EmitSound(*(CBaseEntity **)(puVar4 + 4),pcVar2,0.0,(float *)0x0);
if (iVar5 == iVar3) {
return;
}
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar3);
}
}
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.