L L4D2node

CBasePropDoor::Blocked

0x007f51b0 · 736 bytes · __thiscall

_ZN13CBasePropDoor7BlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePropDoor::Blocked(CBaseEntity*) */

void __thiscall CBasePropDoor::Blocked(CBasePropDoor *this,CBaseEntity *param_1)

{
  float fVar1;
  bool bVar2;
  int iVar3;
  char cVar4;
  int iVar5;
  longdouble lVar6;
  CTakeDamageInfo local_7c [108];
  
  if ((this[0x162d] != (CBasePropDoor)0x0) && (param_1[0x186] == (CBaseEntity)0x6)) {
    if ((byte)param_1[0x105] < 2) {
      EntityPhysics_CreateSolver((CBaseEntity *)this,param_1,true,4.0);
    }
    else if (param_1[0x105] == (CBaseEntity)0x2) {
      CTakeDamageInfo::CTakeDamageInfo
                (local_7c,(CBaseEntity *)this,(CBaseEntity *)this,(float)*(int *)(param_1 + 0x100),1
                 ,0);
      CBaseEntity::TakeDamage(param_1,local_7c);
    }
  }
  iVar5 = (**(code **)(*(int *)param_1 + 0x14c))(param_1);
  if (iVar5 == 0) {
    cVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar4 == '\0') {
      if (this[0x162d] != (CBasePropDoor)0x0) {
        return;
      }
      bVar2 = false;
      goto LAB_007f5224;
    }
    iVar5 = CBaseEntity::GetTeamNumber(param_1);
    if ((iVar5 == 3) && (cVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar4 != '\0')) {
      CTerrorPlayer::OnStaggered((CTerrorPlayer *)param_1,(CBaseEntity *)this,(Vector *)0x0);
    }
  }
  else {
    (**(code **)(*(int *)(iVar5 + 0x1a3c) + 0x74))(iVar5 + 0x1a3c,this);
    cVar4 = (**(code **)(*(int *)this + 0x478))(this);
    if ((cVar4 != '\0') && (*(int *)(this + 0x15f4) == 3)) {
      CTakeDamageInfo::CTakeDamageInfo(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,25.0,1,0);
      CBaseEntity::TakeDamage(param_1,local_7c);
    }
  }
  bVar2 = true;
LAB_007f5224:
  lVar6 = (longdouble)CountdownTimer::Now();
  if (*(float *)(this + 0x1638) <= (float)lVar6) {
    fVar1 = *(float *)(ZombieDoorRetryInterval._28_4_ + 0x2c);
    lVar6 = (longdouble)CountdownTimer::Now();
    if ((float)lVar6 + fVar1 != *(float *)(this + 0x1638)) {
      (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1638);
      *(float *)(this + 0x1638) = (float)lVar6 + fVar1;
    }
    if (fVar1 == *(float *)(this + 0x1634)) {
      iVar5 = *(int *)(this + 0x15f4);
      iVar3 = maxCloseAttempts._28_4_;
    }
    else {
      (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1634);
      iVar5 = *(int *)(this + 0x15f4);
      *(float *)(this + 0x1634) = fVar1;
      iVar3 = maxCloseAttempts._28_4_;
    }
    maxCloseAttempts._28_4_ = iVar3;
    if (iVar5 != 3) {
      DoorClose(this);
      return;
    }
    if ((!bVar2) ||
       (iVar5 = *(int *)(this + 0x1660), *(int *)(this + 0x1660) = iVar5 + 1,
       iVar5 + 1 < *(int *)(iVar3 + 0x30))) {
      DoorOpen(this,param_1);
      return;
    }
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  }
  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.



        

        

          

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