L L4D2node

CBaseDoor::ShouldSavePhysics

0x00666240 · 41 bytes · __thiscall

_ZN9CBaseDoor17ShouldSavePhysicsEv

Decompiled

undefined (1 param)

/* CBaseDoor::ShouldSavePhysics() */

uint __thiscall CBaseDoor::ShouldSavePhysics(CBaseDoor *this)

{
  uint uVar1;
  
  uVar1 = 0;
  if (*(char **)(this + 0x7c) != "func_water") {
    uVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"func_water");
    uVar1 = uVar1 ^ 1;
  }
  return uVar1;
}

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)