L L4D2node

CBasePropDoor::OnDoorClosed

0x007e6b40 · 160 bytes · __thiscall

_ZN13CBasePropDoor12OnDoorClosedEv

Decompiled

undefined (1 param)

/* CBasePropDoor::OnDoorClosed() */

void __thiscall CBasePropDoor::OnDoorClosed(CBasePropDoor *this)

{
  float fVar1;
  longdouble lVar2;
  
  fVar1 = *(float *)(ZombieDoorReopenInterval._28_4_ + 0x2c);
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + fVar1 != *(float *)(this + 0x1644)) {
    (**(code **)(*(int *)(this + 0x163c) + 4))(this + 0x163c,this + 0x1644);
    *(float *)(this + 0x1644) = (float)lVar2 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x1640)) {
    (**(code **)(*(int *)(this + 0x163c) + 4))(this + 0x163c,this + 0x1640);
    *(float *)(this + 0x1640) = fVar1;
  }
  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)