L L4D2node

CBasePropDoor::DoorClose

0x007f4420 · 713 bytes · __thiscall

_ZN13CBasePropDoor9DoorCloseEv

Decompiled

undefined (1 param)

/* CBasePropDoor::DoorClose() */

void __thiscall CBasePropDoor::DoorClose(CBasePropDoor *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int *piVar2;
  char cVar3;
  undefined1 uVar4;
  char *pcVar5;
  int *piVar6;
  undefined4 uVar7;
  int iVar8;
  undefined *puVar9;
  int iVar10;
  code *pcVar11;
  
  if (*(int *)(this + 0x15f4) == 0) {
    return;
  }
  if (*(int *)(this + 0x15f4) == 3) {
    return;
  }
  if (((byte)this[0x149] & 0x10) == 0) {
    pcVar5 = "";
    if (*(char **)(this + 0x1648) != (char *)0x0) {
      pcVar5 = *(char **)(this + 0x1648);
    }
    CBaseEntity::EmitSound((CBaseEntity *)this,pcVar5,0.0,(float *)0x0);
    uVar1 = *(uint *)(this + 0x1620);
    if ((((uVar1 != 0xffffffff) &&
         (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) &&
       ((piVar6 = *(int **)(puVar9 + 4), piVar6 != (int *)0x0 &&
        (cVar3 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar3 != '\0')))) {
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      CSoundEnt::InsertSound
                (4,(Vector *)(this + 0x2e0),0x200,0.5,(CBaseEntity *)this,0,(CBaseEntity *)0x0);
    }
    if (*(int *)(this + 0x15f4) == 3) goto LAB_007f4515;
  }
  if (this[0x6c] == (CBasePropDoor)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar8 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar8 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CBasePropDoor)((byte)this[0x70] | 1);
  }
  *(undefined4 *)(this + 0x15f4) = 3;
LAB_007f4515:
  *(code **)(this + 0x14) = DoorCloseMoveDone;
  *(undefined4 *)(this + 0x18) = 0;
  (**(code **)(*(int *)this + 0x4b0))(this);
  piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"door_close",0,0);
  if (piVar6 != (int *)0x0) {
    uVar1 = *(uint *)(this + 0x1620);
    if (((uVar1 == 0xffffffff) ||
        (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar9 + 8) != uVar1 >> 0xc ||
        ((piVar2 = *(int **)(puVar9 + 4), piVar2 == (int *)0x0 ||
         (cVar3 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar3 == '\0')))))) {
      pcVar11 = *(code **)(*piVar6 + 0x30);
      uVar7 = 0;
    }
    else {
      pcVar11 = *(code **)(*piVar6 + 0x30);
      uVar7 = (**(code **)(*engine + 0x40))(engine,piVar2[0xc]);
    }
    (*pcVar11)(piVar6,"userid",uVar7);
    pcVar11 = *(code **)(*piVar6 + 0x30);
    uVar4 = (**(code **)(*(int *)this + 0x478))(this);
    (*pcVar11)(piVar6,"checkpoint",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x16fc),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  iVar8 = *(int *)(this + 0x15e8);
  if (0 < iVar8) {
    iVar10 = 0;
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x15dc) + iVar10 * 4), uVar1 != 0xffffffff &&
               (puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) &&
             (*(CBasePropDoor **)(puVar9 + 4) != (CBasePropDoor *)0x0))) {
        iVar10 = iVar10 + 1;
        DoorClose(*(CBasePropDoor **)(puVar9 + 4));
        if (iVar10 == iVar8) {
          return;
        }
      }
      iVar10 = iVar10 + 1;
    } while (iVar10 != iVar8);
  }
  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)