CBasePropDoor::DoorAutoCloseThink
0x007f4750 · 151 bytes · __thiscall
_ZN13CBasePropDoor18DoorAutoCloseThinkEv
Decompiled
undefined (1 param)
/* CBasePropDoor::DoorAutoCloseThink() */
void __thiscall CBasePropDoor::DoorAutoCloseThink(CBasePropDoor *this)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 0x48c))(this,1);
if (cVar1 != '\0') {
DoorClose(this);
return;
}
if (*(float *)(this + 0x15d8) != -1.0) {
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,*(float *)(this + 0x15d8) + 0.1);
*(code **)(this + 0x14) = DoorAutoCloseThink;
*(undefined4 *)(this + 0x18) = 0;
return;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)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.