CPropDoorRotating::OnRestore
0x007f60d0 · 210 bytes · __thiscall
_ZN17CPropDoorRotating9OnRestoreEv
Decompiled
undefined (1 param)
/* CPropDoorRotating::OnRestore() */
void __thiscall CPropDoorRotating::OnRestore(CPropDoorRotating *this)
{
CBaseAnimating::OnRestore((CBaseAnimating *)this);
CDynamicProp::BoneFollowerHierarchyChanged((CDynamicProp *)this);
CalculateDoorVolume(this,*(undefined4 *)(this + 0x3a8),*(undefined4 *)(this + 0x3ac),
*(undefined4 *)(this + 0x3b0),*(undefined4 *)(this + 0x1774),
*(undefined4 *)(this + 0x1778),*(undefined4 *)(this + 0x177c),this + 0x1798,
this + 0x17a4);
CalculateDoorVolume(this,*(undefined4 *)(this + 0x3a8),*(undefined4 *)(this + 0x3ac),
*(undefined4 *)(this + 0x3b0),*(undefined4 *)(this + 0x1780),
*(undefined4 *)(this + 0x1784),*(undefined4 *)(this + 0x1788),this + 0x17b0,
this + 0x17bc);
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.