L L4D2node

CM_SetAreaPortalState

0x0011b5d0 · 89 bytes · __cdecl

_Z21CM_SetAreaPortalStateii

Decompiled

undefined (2 params)

/* CM_SetAreaPortalState(int, int) */

void CM_SetAreaPortalState(int param_1,int param_2)

{
  if (DAT_00394530 < param_1) {
    Sys_Error("portalnum > numareaportals");
  }
  if ((param_1 < 0) || (DAT_00394560 <= param_1)) {
    Error("Cannot load corrupted map.\n");
  }
  *(bool *)(DAT_0039455c + param_1) = param_2 != 0;
  FloodAreaConnections((CCollisionBSPData *)&g_BSPData);
  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)