L L4D2node

CBasePropDoor::InputPlayerClose

0x007e3660 · 120 bytes · __thiscall

_ZN13CBasePropDoor16InputPlayerCloseER11inputdata_t

Decompiled

undefined (2 params)

/* CBasePropDoor::InputPlayerClose(inputdata_t&) */

void __thiscall CBasePropDoor::InputPlayerClose(CBasePropDoor *this,inputdata_t *param_1)

{
  uint uVar1;
  CBasePropDoor *pCVar2;
  undefined *puVar3;
  
  do {
    pCVar2 = this;
    if (((byte)pCVar2[0x149] & 0x80) != 0) {
      return;
    }
    uVar1 = *(uint *)(pCVar2 + 0x1668);
  } while ((((uVar1 != 0xffffffff) &&
            (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
          (this = *(CBasePropDoor **)(puVar3 + 4),
          *(CBasePropDoor **)(puVar3 + 4) != (CBasePropDoor *)0x0));
  (**(code **)(*(int *)pCVar2 + 0x4c0))
            (pCVar2,*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4),2);
  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)