CBasePropDoor::DoorActivate
0x007f4830 · 156 bytes · __thiscall
_ZN13CBasePropDoor12DoorActivateEv
Decompiled
undefined (1 param)
/* CBasePropDoor::DoorActivate() */
undefined4 __thiscall CBasePropDoor::DoorActivate(CBasePropDoor *this)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
longdouble lVar4;
if ((0.0 < *(float *)(this + 0x1644)) &&
(lVar4 = (longdouble)CountdownTimer::Now(), (float)lVar4 < *(float *)(this + 0x1644))) {
return 0;
}
if (*(int *)(this + 0x15f4) == 2) {
DoorClose(this);
}
else {
uVar1 = *(uint *)(this + 0x1620);
pCVar2 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
DoorOpen(this,pCVar2);
}
return 1;
}
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.