CPropDoorRotating::Spawn
0x007f62a0 · 492 bytes · __thiscall
_ZN17CPropDoorRotating5SpawnEv
Decompiled
undefined (1 param)
/* CPropDoorRotating::Spawn() */
void __thiscall CPropDoorRotating::Spawn(CPropDoorRotating *this)
{
undefined4 uVar1;
undefined4 uVar2;
char cVar3;
*(undefined4 *)(this + 0x1744) = 0;
*(undefined4 *)(this + 0x1748) = 0;
*(undefined4 *)(this + 0x1768) = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(this + 0x174c) = 0x3f800000;
*(undefined4 *)(this + 0x176c) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(this + 6000) = *(undefined4 *)(this + 0x3b0);
CalcOpenAngles(this);
CBasePropDoor::Spawn((CBasePropDoor *)this);
cVar3 = IsHingeOnLeft(this);
if (cVar3 != '\0') {
uVar1 = *(undefined4 *)(this + 0x1774);
*(undefined4 *)(this + 0x1774) = *(undefined4 *)(this + 0x1780);
uVar2 = *(undefined4 *)(this + 0x1778);
*(undefined4 *)(this + 0x1780) = uVar1;
*(undefined4 *)(this + 0x1778) = *(undefined4 *)(this + 0x1784);
uVar1 = *(undefined4 *)(this + 0x1788);
*(undefined4 *)(this + 0x1784) = uVar2;
*(undefined4 *)(this + 0x1788) = *(undefined4 *)(this + 0x177c);
*(undefined4 *)(this + 0x177c) = uVar1;
}
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);
VisibilityMonitor_AddEntity
((CBaseEntity *)this,1200.0,(_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0,
DoorUnlockedFilter);
(**(code **)(*TheNavMesh + 0x98))(TheNavMesh,this);
cVar3 = CTerrorGameRules::IsSurvivalMode();
if (cVar3 != '\0') {
(**(code **)(*(int *)(this + 0x13f4) + 0xc))(this + 0x13f4,0);
}
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.