L L4D2node

CPropDoorRotatingCheckpoint::OnDoorClosed

0x007e6df0 · 198 bytes · __thiscall

_ZN27CPropDoorRotatingCheckpoint12OnDoorClosedEv

Decompiled

undefined (1 param)

/* CPropDoorRotatingCheckpoint::OnDoorClosed() */

void __thiscall CPropDoorRotatingCheckpoint::OnDoorClosed(CPropDoorRotatingCheckpoint *this)

{
  uint uVar1;
  Vector *pVVar2;
  int *piVar3;
  undefined *puVar4;
  undefined4 uVar5;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  CPropDoorRotating::OnDoorClosed((CPropDoorRotating *)this);
  pVVar2 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
  piVar3 = (int *)CGlobalEntityList::FindEntityByClassnameNearest
                            ((CGlobalEntityList *)gEntList,"info_changelevel",pVVar2,2000.0);
  if (piVar3 != (int *)0x0) {
    local_30[0] = 0;
    local_24 = 0xffffffff;
    local_20 = 0;
    uVar1 = *(uint *)(this + 0x1620);
    uVar5 = 0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      uVar5 = *(undefined4 *)(puVar4 + 4);
    }
    (**(code **)(*piVar3 + 0xb4))(piVar3,"CheckpointDoorClosed",uVar5,this,local_30,0);
  }
  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)