L L4D2node

CBaseDoor::ObjectCaps

0x0066a3f0 · 42 bytes · __thiscall

_ZN9CBaseDoor10ObjectCapsEv

Decompiled

undefined (1 param)

/* CBaseDoor::ObjectCaps() */

uint __thiscall CBaseDoor::ObjectCaps(CBaseDoor *this)

{
  uint uVar1;
  
  uVar1 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  if (((byte)this[0x149] & 1) != 0) {
    uVar1 = uVar1 | 0x210;
  }
  return uVar1;
}

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)