L L4D2node

CBaseDoor::DoorGoDown

0x00668f20 · 168 bytes · __thiscall

_ZN9CBaseDoor10DoorGoDownEv

Decompiled

undefined (1 param)

/* CBaseDoor::DoorGoDown() */

void __thiscall CBaseDoor::DoorGoDown(CBaseDoor *this)

{
  char cVar1;
  
  if ((((byte)this[0x149] & 0x10) == 0) && (1 < *(int *)(this + 0x440) - 2U)) {
    StartMovingSound(this);
  }
  *(code **)(this + 0x14) = DoorHitBottom;
  *(undefined4 *)(this + 0x440) = 3;
  *(undefined4 *)(this + 0x18) = 0;
  cVar1 = (**(code **)(*(int *)this + 0x330))(this);
  if (cVar1 == '\0') {
    CBaseToggle::LinearMove((CBaseToggle *)this,(Vector *)(this + 0x454),*(float *)(this + 0x11c));
  }
  else {
    CBaseToggle::AngularMove((CBaseToggle *)this,(QAngle *)(this + 0x478),*(float *)(this + 0x11c));
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x5b0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  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)