CBasePropDoor::MasterStartBlocked
0x007f5740 · 137 bytes · __thiscall
_ZN13CBasePropDoor18MasterStartBlockedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBasePropDoor::MasterStartBlocked(CBaseEntity*) */
void __thiscall CBasePropDoor::MasterStartBlocked(CBasePropDoor *this,CBaseEntity *param_1)
{
int iVar1;
uint uVar2;
undefined *puVar3;
int iVar4;
iVar4 = 0;
iVar1 = *(int *)(this + 0x15e8);
if (0 < iVar1) {
do {
while ((((uVar2 = *(uint *)(*(int *)(this + 0x15dc) + iVar4 * 4), uVar2 != 0xffffffff &&
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
(*(CBasePropDoor **)(puVar3 + 4) != (CBasePropDoor *)0x0))) {
iVar4 = iVar4 + 1;
OnStartBlocked(*(CBasePropDoor **)(puVar3 + 4),param_1);
if (iVar4 == iVar1) goto LAB_007f57b4;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
LAB_007f57b4:
OnStartBlocked(this,param_1);
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.