L L4D2node

CBaseDoor::Lock

0x00667980 · 257 bytes · __thiscall

_ZN9CBaseDoor4LockEv

Decompiled

undefined (1 param)

/* CBaseDoor::Lock() */

void __thiscall CBaseDoor::Lock(CBaseDoor *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  this[0x4fc] = (CBaseDoor)0x1;
  if (this[0x124] != (CBaseDoor)0x7f) {
    if (this[0x6c] == (CBaseDoor)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseDoor)((byte)this[0x70] | 1);
    }
    this[0x124] = (CBaseDoor)0x7f;
  }
  if (this[0x125] != (CBaseDoor)0x7f) {
    if (this[0x6c] == (CBaseDoor)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseDoor)((byte)this[0x70] | 1);
    }
    this[0x125] = (CBaseDoor)0x7f;
  }
  if (this[0x126] != (CBaseDoor)0xff) {
    if (this[0x6c] == (CBaseDoor)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseDoor)((byte)this[0x70] | 1);
    }
    this[0x126] = (CBaseDoor)0xff;
  }
  if (this[0x127] != (CBaseDoor)0xff) {
    if (this[0x6c] == (CBaseDoor)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseDoor)((byte)this[0x70] | 1);
    }
    this[0x127] = (CBaseDoor)0xff;
  }
  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)