L L4D2node

CBaseDoor::CBaseDoor

0x00667210 · 380 bytes · __thiscall

_ZN9CBaseDoorC2Ev

Decompiled

undefined (1 param)

/* CBaseDoor::CBaseDoor() */

void __thiscall CBaseDoor::CBaseDoor(CBaseDoor *this)

{
  int *piVar1;
  
  CBaseToggle::CBaseToggle((CBaseToggle *)this);
  *(undefined ***)this = &PTR__CBaseDoor_00c6ff48;
  piVar1 = gameeventmanager;
  *(undefined4 *)(this + 0x4bc) = 0x2a;
  *(undefined ***)(this + 0x4b8) = &PTR__CBaseDoor_00c70288;
  *(undefined ***)(this + 0x4d0) = &PTR_GetDataDescMap_00cc4958;
  *(undefined4 *)(this + 0x520) = 0;
  *(undefined4 *)(this + 0x52c) = 0xffffffff;
  *(undefined4 *)(this + 0x530) = 0;
  *(undefined4 *)(this + 0x538) = 0;
  *(undefined4 *)(this + 0x544) = 0xffffffff;
  *(undefined4 *)(this + 0x548) = 0;
  *(undefined4 *)(this + 0x550) = 0;
  *(undefined4 *)(this + 0x55c) = 0xffffffff;
  *(undefined4 *)(this + 0x560) = 0;
  *(undefined4 *)(this + 0x568) = 0;
  *(undefined4 *)(this + 0x574) = 0xffffffff;
  *(undefined4 *)(this + 0x578) = 0;
  *(undefined4 *)(this + 0x580) = 0;
  *(undefined4 *)(this + 0x58c) = 0xffffffff;
  *(undefined4 *)(this + 0x590) = 0;
  *(undefined4 *)(this + 0x598) = 0;
  *(undefined4 *)(this + 0x5a4) = 0xffffffff;
  *(undefined4 *)(this + 0x5a8) = 0;
  *(undefined4 *)(this + 0x5b0) = 0;
  *(undefined4 *)(this + 0x5bc) = 0xffffffff;
  *(undefined4 *)(this + 0x5c0) = 0;
  *(undefined4 *)(this + 0x5c8) = 0;
  *(undefined4 *)(this + 0x5d4) = 0xffffffff;
  *(undefined4 *)(this + 0x5d8) = 0;
  *(undefined4 *)(this + 0x5e0) = 0;
  *(undefined4 *)(this + 0x5ec) = 0xffffffff;
  *(undefined4 *)(this + 0x5f0) = 0;
  this[0x4c0] = (CBaseDoor)0x1;
                    /* try { // try from 00667381 to 00667383 has its CatchHandler @ 0066738c */
  (**(code **)(*piVar1 + 0x10))(piVar1,this + 0x4b8,"round_start",1);
  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)