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 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.