L L4D2node

CAreaPortal::Use

0x006b0390 · 83 bytes · __cdecl

_ZN11CAreaPortal3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CAreaPortal::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CAreaPortal::Use(int param_1,undefined4 param_2,undefined4 param_3,int param_4)

{
  if (param_4 == 1) {
    *(undefined4 *)(param_1 + 0x44c) = 1;
    param_3 = 1;
  }
  else {
    if (param_4 != 0) {
      return;
    }
    *(undefined4 *)(param_1 + 0x44c) = 0;
    param_3 = 0;
  }
  param_2 = *(undefined4 *)(param_1 + 0x440);
                    /* WARNING: Could not recover jumptable at 0x006b03cd. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*engine + 0xf4))();
  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)