L L4D2node

CM_InitPortalOpenState

0x001195f0 · 80 bytes · __cdecl

_Z22CM_InitPortalOpenStateP17CCollisionBSPData

Decompiled

undefined (1 param)

/* CM_InitPortalOpenState(CCollisionBSPData*) */

void CM_InitPortalOpenState(CCollisionBSPData *param_1)

{
  int iVar1;
  
  iVar1 = 0;
  if (0 < *(int *)(param_1 + 600)) {
    do {
      if (*(int *)(param_1 + 0x260) <= iVar1) {
        Error("Cannot load corrupted map.\n");
      }
      *(undefined1 *)(*(int *)(param_1 + 0x25c) + iVar1) = 0;
      iVar1 = iVar1 + 1;
    } while (iVar1 < *(int *)(param_1 + 600));
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)