L L4D2node

CPropDoorRotating::DoorCanClose

0x007fba80 · 395 bytes · __cdecl

_ZN17CPropDoorRotating12DoorCanCloseEb

Decompiled

undefined (1 param)

/* CPropDoorRotating::DoorCanClose(bool) */

undefined4 CPropDoorRotating::DoorCanClose(bool param_1)

{
  uint uVar1;
  int iVar2;
  char cVar3;
  CPropDoorRotating *pCVar4;
  undefined4 uVar5;
  bool bVar6;
  undefined *puVar7;
  int iVar8;
  undefined3 in_stack_00000005;
  
  uVar1 = *(uint *)(_param_1 + 0x1668);
  if ((((uVar1 != 0xffffffff) &&
       (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar7 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x007fbbbd. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar5 = (**(code **)(**(int **)(puVar7 + 4) + 0x48c))();
    return uVar5;
  }
  iVar2 = *(int *)(_param_1 + 0x15e8);
  iVar8 = 0;
  if (0 < iVar2) {
    do {
      uVar1 = *(uint *)(*(int *)(_param_1 + 0x15dc) + iVar8 * 4);
      if (((uVar1 != 0xffffffff) &&
          (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
         ((*(uint *)(puVar7 + 8) == uVar1 >> 0xc &&
          ((*(int *)(puVar7 + 4) != 0 &&
           (pCVar4 = (CPropDoorRotating *)
                     __dynamic_cast(*(int *)(puVar7 + 4),&CBasePropDoor::typeinfo,&typeinfo,0),
           pCVar4 != (CPropDoorRotating *)0x0)))))) {
        if ((*(float *)(pCVar4 + 0x1774) == *(float *)(pCVar4 + 0x178c)) &&
           (*(float *)(pCVar4 + 0x1778) == *(float *)(pCVar4 + 0x1790))) {
          bVar6 = *(float *)(pCVar4 + 0x177c) != *(float *)(pCVar4 + 0x1794);
        }
        else {
          bVar6 = true;
        }
        cVar3 = CheckDoorClear(pCVar4,bVar6);
        if (cVar3 == '\0') {
          return 0;
        }
      }
      iVar8 = iVar8 + 1;
    } while (iVar8 != iVar2);
  }
  uVar5 = CheckDoorClear();
  return uVar5;
}

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)