L L4D2node

CFuncWallToggle::TurnOff

0x00631560 · 89 bytes · __thiscall

_ZN15CFuncWallToggle7TurnOffEv

Decompiled

undefined (1 param)

/* CFuncWallToggle::TurnOff() */

void __thiscall CFuncWallToggle::TurnOff(CFuncWallToggle *this)

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x34))(piVar1,0);
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  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)