L L4D2node

CInfoElevatorFloor::OnReachedFloor

0x006bcea0 · 43 bytes · __thiscall

_ZN18CInfoElevatorFloor14OnReachedFloorEP11CBaseEntity

Decompiled

undefined (2 params)

/* CInfoElevatorFloor::OnReachedFloor(CBaseEntity*) */

void __thiscall CInfoElevatorFloor::OnReachedFloor(CInfoElevatorFloor *this,CBaseEntity *param_1)

{
  COutputEvent::FireOutput((COutputEvent *)(this + 0x440),param_1,param_1,0.0);
  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)