L L4D2node

CPropDoorRotating::BeginClosing

0x007fc4f0 · 591 bytes · __thiscall

_ZN17CPropDoorRotating12BeginClosingEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::BeginClosing() */

void __thiscall CPropDoorRotating::BeginClosing(CPropDoorRotating *this)

{
  uint uVar1;
  bool bVar2;
  char cVar3;
  Vector *pVVar4;
  Vector *pVVar5;
  undefined *puVar6;
  int iVar7;
  Vector local_34 [12];
  Vector local_28 [24];
  
  uVar1 = *(uint *)(this + 0x17c8);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
    if ((*(float *)(this + 0x1774) == *(float *)(this + 0x178c)) &&
       (*(float *)(this + 0x1778) == *(float *)(this + 0x1790))) {
      bVar2 = *(float *)(this + 0x177c) != *(float *)(this + 0x1794);
    }
    else {
      bVar2 = true;
    }
    cVar3 = CheckDoorClear(this,bVar2);
    if (cVar3 != '\0') {
      uVar1 = *(uint *)(this + 0x17c8);
      iVar7 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
        iVar7 = *(int *)(puVar6 + 4);
      }
      CCollisionProperty::SetSolidFlags
                ((CCollisionProperty *)(iVar7 + 0x194),*(ushort *)(iVar7 + 0x1b4) & 0xfffffffb);
    }
    if (*(int *)(g_debug_doors._28_4_ + 0x30) != 0) {
      uVar1 = *(uint *)(this + 0x17c8);
      iVar7 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
        iVar7 = *(int *)(puVar6 + 4);
      }
      pVVar4 = (Vector *)(**(code **)(*(int *)(iVar7 + 0x194) + 8))(iVar7 + 0x194);
      uVar1 = *(uint *)(this + 0x17c8);
      iVar7 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
        iVar7 = *(int *)(puVar6 + 4);
      }
      pVVar5 = (Vector *)(**(code **)(*(int *)(iVar7 + 0x194) + 4))(iVar7 + 0x194);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      NDebugOverlay::Box((Vector *)(this + 0x2e0),pVVar5,pVVar4,0xff,0,0,1,1.0);
    }
  }
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             local_34,local_28);
  AngularMove(this,(QAngle *)(this + 0x1768),*(float *)(this + 0x11c));
  return;
}

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.



        

        

          

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