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 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.