L L4D2node

CBasePropDoor::OnStartBlocked

0x007f54c0 · 604 bytes · __thiscall

_ZN13CBasePropDoor14OnStartBlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePropDoor::OnStartBlocked(CBaseEntity*) */

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

{
  float fVar1;
  char cVar2;
  char *pcVar3;
  int iVar4;
  longdouble lVar5;
  
  if (this[0x162c] == (CBasePropDoor)0x0) {
    (**(code **)(*(int *)this + 0x4b4))(this);
  }
  SetDoorBlocker(this,param_1);
  if (((byte)this[0x149] & 0x10) == 0) {
    pcVar3 = "";
    if (*(char **)(this + 0x1648) != (char *)0x0) {
      pcVar3 = *(char **)(this + 0x1648);
    }
    CBaseEntity::StopSound((CBaseEntity *)this,pcVar3);
  }
  if (*(int *)(this + 0x15f4) != 3) {
    iVar4 = CBaseEntity::MyNPCPointer();
    if (((iVar4 != 0) || (cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0'))
       || (iVar4 = (**(code **)(*(int *)param_1 + 0x144))(param_1), iVar4 != 0)) {
      fVar1 = *(float *)(ZombieDoorRetryInterval._28_4_ + 0x2c);
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + fVar1 != *(float *)(this + 0x1638)) {
        (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1638);
        *(float *)(this + 0x1638) = (float)lVar5 + fVar1;
      }
      if (fVar1 != *(float *)(this + 0x1634)) {
        (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1634);
        *(float *)(this + 0x1634) = fVar1;
      }
    }
    COutputEvent::FireOutput((COutputEvent *)(this + 0x1684),param_1,(CBaseEntity *)this,0.0);
    return;
  }
  iVar4 = CBaseEntity::MyNPCPointer();
  if (((iVar4 != 0) || (cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0')) ||
     (iVar4 = (**(code **)(*(int *)param_1 + 0x144))(param_1), iVar4 != 0)) {
    fVar1 = *(float *)(ZombieDoorRetryInterval._28_4_ + 0x2c);
    lVar5 = (longdouble)CountdownTimer::Now();
    if ((float)lVar5 + fVar1 != *(float *)(this + 0x1638)) {
      (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1638);
      *(float *)(this + 0x1638) = (float)lVar5 + fVar1;
    }
    if (fVar1 != *(float *)(this + 0x1634)) {
      (**(code **)(*(int *)(this + 0x1630) + 4))(this + 0x1630,this + 0x1634);
      *(float *)(this + 0x1634) = fVar1;
    }
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x166c),param_1,(CBaseEntity *)this,0.0);
  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)