L L4D2node

CBaseDoor::InputOpen

0x00669fa0 · 84 bytes · __cdecl

_ZN9CBaseDoor9InputOpenER11inputdata_t

Decompiled

undefined (1 param)

/* CBaseDoor::InputOpen(inputdata_t&) */

void CBaseDoor::InputOpen(inputdata_t *param_1)

{
  if (((*(uint *)(param_1 + 0x440) & 0xfffffffd) != 0) && (param_1[0x4fc] == (inputdata_t)0x0)) {
    PlayLockSounds((CBaseEntity *)param_1,(locksound_t *)(param_1 + 0x4d0),0,0);
    DoorGoUp((CBaseDoor *)param_1);
    return;
  }
  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)