CBasePropDoor::InputOpenAwayFrom
0x007f43a0 · 126 bytes · __thiscall
_ZN13CBasePropDoor17InputOpenAwayFromER11inputdata_t
Decompiled
undefined (2 params)
/* CBasePropDoor::InputOpenAwayFrom(inputdata_t&) */
void __thiscall CBasePropDoor::InputOpenAwayFrom(CBasePropDoor *this,inputdata_t *param_1)
{
CBaseEntity *pCVar1;
char *pcVar2;
CBaseEntity *pCVar3;
pCVar3 = *(CBaseEntity **)(param_1 + 4);
pCVar1 = *(CBaseEntity **)param_1;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,(CBaseEntity *)0x0,
pCVar1,pCVar3,(IEntityFindFilter *)0x0);
OpenIfUnlocked(this,*(CBaseEntity **)param_1,pCVar3);
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.