L L4D2node

DoorUnlockedFilter

0x007e5190 · 69 bytes · __cdecl

_Z18DoorUnlockedFilterP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* DoorUnlockedFilter(CBaseEntity*, CBasePlayer*) */

byte DoorUnlockedFilter(CBaseEntity *param_1,CBasePlayer *param_2)

{
  char *pcVar1;
  int iVar2;
  byte bVar3;
  
  pcVar1 = "";
  if (*(char **)(param_1 + 0x154) != (char *)0x0) {
    pcVar1 = *(char **)(param_1 + 0x154);
  }
  iVar2 = _V_strcmp(pcVar1,"checkpoint_exit");
  bVar3 = 1;
  if (iVar2 != 0) {
    bVar3 = (byte)param_1[0x1624] ^ 1;
  }
  return bVar3;
}

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)