L L4D2node

CBasePropDoor::IsUsableByTeam

0x007e37a0 · 40 bytes · __thiscall

_ZNK13CBasePropDoor14IsUsableByTeamEi

Decompiled

undefined (2 params)

/* CBasePropDoor::IsUsableByTeam(int) const */

bool __thiscall CBasePropDoor::IsUsableByTeam(CBasePropDoor *this,int param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x478))(this);
  return cVar1 == '\0' || param_1 == 2;
}

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)