L L4D2node

CBasePropDoor::CheckpointDisable

0x007f3220 · 109 bytes · __thiscall

_ZN13CBasePropDoor17CheckpointDisableEb

Decompiled

undefined (2 params)

/* CBasePropDoor::CheckpointDisable(bool) */

void __thiscall CBasePropDoor::CheckpointDisable(CBasePropDoor *this,bool param_1)

{
  char cVar1;
  
  this[0x162f] = (CBasePropDoor)param_1;
  if (param_1) {
    cVar1 = (**(code **)(*(int *)this + 0x478))(this);
    if ((cVar1 != '\0') && (this[0x105] != (CBasePropDoor)0x1)) {
      (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
      this[0x105] = (CBasePropDoor)0x1;
    }
    if (*(int *)(this + 0x15f4) == 0) {
                    /* WARNING: Could not recover jumptable at 0x007f328e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x4a4))();
      return;
    }
  }
  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)