L L4D2node

CAreaPortal::UpdateState

0x006b06a0 · 63 bytes · __thiscall

_ZN11CAreaPortal11UpdateStateEv

Decompiled

undefined (1 param)

/* CAreaPortal::UpdateState() */

undefined4 __thiscall CAreaPortal::UpdateState(CAreaPortal *this)

{
  (**(code **)(*engine + 0xf4))(engine,*(undefined4 *)(this + 0x440),*(undefined4 *)(this + 0x44c));
  return CONCAT31((int3)((uint)*(int *)(this + 0x44c) >> 8),*(int *)(this + 0x44c) != 0);
}

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)