L L4D2node

CBaseDoor::DoorActivate

0x0066a000 · 199 bytes · __thiscall

_ZN9CBaseDoor12DoorActivateEv

Decompiled

undefined (1 param)

/* CBaseDoor::DoorActivate() */

undefined4 __thiscall CBaseDoor::DoorActivate(CBaseDoor *this)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  undefined *puVar4;
  
  uVar3 = 0;
  uVar1 = *(uint *)(this + 0x494);
  if (((uVar1 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
    uVar3 = *(undefined4 *)(puVar4 + 4);
  }
  cVar2 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x4b4),uVar3);
  uVar3 = 0;
  if (cVar2 != '\0') {
    if ((((byte)this[0x148] & 0x20) == 0) || (*(int *)(this + 0x440) != 0)) {
      PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x4d0),0,0);
      if ((*(uint *)(this + 0x440) & 0xfffffffd) != 0) {
        DoorGoUp(this);
        return 1;
      }
    }
    else {
      DoorGoDown(this);
    }
    uVar3 = 1;
  }
  return uVar3;
}

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)