L L4D2node

CBaseDoor::GetDoorMovementGroup

0x00668360 · 169 bytes · __thiscall

_ZN9CBaseDoor20GetDoorMovementGroupEPPS_i

Decompiled

undefined (3 params)

/* CBaseDoor::GetDoorMovementGroup(CBaseDoor**, int) */

int __thiscall CBaseDoor::GetDoorMovementGroup(CBaseDoor *this,CBaseDoor **param_1,int param_2)

{
  CBaseDoor *pCVar1;
  char *pcVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  
  pCVar4 = (CBaseEntity *)0x0;
  iVar3 = 0;
  pcVar2 = *(char **)(this + 0x154);
  if (pcVar2 == (char *)0x0) {
    return 0;
  }
  do {
    pCVar4 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,pCVar4,pcVar2,(CBaseEntity *)0x0,
                        (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (this != (CBaseDoor *)pCVar4) {
      if (pCVar4 == (CBaseEntity *)0x0) {
        return iVar3;
      }
      pCVar1 = (CBaseDoor *)__dynamic_cast(pCVar4,&CBaseEntity::typeinfo,&typeinfo,0);
      if ((pCVar1 != (CBaseDoor *)0x0) && (iVar3 < param_2)) {
        param_1[iVar3] = pCVar1;
        iVar3 = iVar3 + 1;
      }
    }
    pcVar2 = *(char **)(this + 0x154);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
  } while( true );
}

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)