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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.