L L4D2node

CFuncWallToggle::TurnOn

0x00631610 · 160 bytes · __thiscall

_ZN15CFuncWallToggle6TurnOnEv

Decompiled

undefined (1 param)

/* CFuncWallToggle::TurnOn() */

void __thiscall CFuncWallToggle::TurnOn(CFuncWallToggle *this)

{
  int *piVar1;
  CBaseEdict *this_00;
  int iVar2;
  uint *puVar3;
  uint uVar4;
  
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x34))(piVar1,1);
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
  uVar4 = *(uint *)(this + 0xd4) & 0xffffffdf;
  if (*(uint *)(this + 0xd4) == uVar4) {
    puVar3 = *(uint **)(this + 0x30);
  }
  else {
    if (this[0x6c] == (CFuncWallToggle)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      puVar3 = (uint *)0x0;
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
        puVar3 = *(uint **)(this + 0x30);
      }
    }
    else {
      this[0x70] = (CFuncWallToggle)((byte)this[0x70] | 1);
      puVar3 = *(uint **)(this + 0x30);
    }
    *(uint *)(this + 0xd4) = uVar4;
  }
  if (puVar3 != (uint *)0x0) {
    *puVar3 = *puVar3 | 0x80;
  }
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  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)