L L4D2node

CBotDoorEnumerator::EnumElement

0x0086cc10 · 301 bytes · __thiscall

_ZN18CBotDoorEnumerator11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CBotDoorEnumerator::EnumElement(IHandleEntity*) */

undefined4 __thiscall
CBotDoorEnumerator::EnumElement(CBotDoorEnumerator *this,IHandleEntity *param_1)

{
  int *piVar1;
  char cVar2;
  uint *puVar3;
  CBaseEntity *this_00;
  uint uVar4;
  int iVar5;
  
  puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar4 = *puVar3;
  if ((((uVar4 != 0xffffffff) &&
       (iVar5 = (uVar4 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) == uVar4 >> 0xc)) &&
      (piVar1 = *(int **)(gEntList + iVar5 + 4), piVar1 != (int *)0x0)) &&
     ((this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1), this_00 != (CBaseEntity *)0x0
      && (uVar4 = (**(code **)(*(int *)this_00 + 0xa4))(this_00), (uVar4 & 0x10) != 0)))) {
    if ((*(char **)(this_00 + 0x7c) == "func_door*") ||
       (cVar2 = CBaseEntity::ClassMatchesComplex(this_00,"func_door*"), cVar2 != '\0')) {
      iVar5 = __dynamic_cast(this_00,&CBaseEntity::typeinfo,&CBaseDoor::typeinfo,0);
      if (iVar5 == 0) {
        return 0;
      }
      if (*(int *)(iVar5 + 0x440) - 2U < 2) {
        return 0;
      }
    }
    else {
      if ((*(char **)(this_00 + 0x7c) != "prop_door*") &&
         (cVar2 = CBaseEntity::ClassMatchesComplex(this_00,"prop_door*"), cVar2 == '\0')) {
        return 0;
      }
      iVar5 = __dynamic_cast(this_00,&CBaseEntity::typeinfo,&CBasePropDoor::typeinfo,0);
      if (iVar5 == 0) {
        return 0;
      }
      if ((*(uint *)(&DAT_000015f4 + iVar5) & 0xfffffffd) == 1) {
        return 0;
      }
    }
    if (*(int *)(this + 8) < *(int *)(this + 0xc)) {
      *(CBaseEntity **)(*(int *)(this + 4) + *(int *)(this + 8) * 4) = this_00;
      *(int *)(this + 8) = *(int *)(this + 8) + 1;
      return 0;
    }
  }
  return 0;
}

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)