L L4D2node

CBasePropDoor::OnEndBlocked

0x007e5dc0 · 19 bytes · __thiscall

_ZN13CBasePropDoor12OnEndBlockedEv.part.88

Decompiled

undefined (1 param)

/* CBasePropDoor::OnEndBlocked() [clone .part.88] */

void __thiscall CBasePropDoor::OnEndBlocked(CBasePropDoor *this)

{
  int *in_EAX;
  
  (**(code **)(*in_EAX + 0x4b8))();
  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)