L L4D2node

CBasePropDoor::UpdateAreaPortals

0x007f32a0 · 207 bytes · __thiscall

_ZN13CBasePropDoor17UpdateAreaPortalsEb

Decompiled

undefined (2 params)

/* CBasePropDoor::UpdateAreaPortals(bool) */

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

{
  int iVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  CBasePropDoor *pCVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  char *pcVar8;
  undefined1 local_24 [20];
  
  pcVar8 = "AreaPortal";
  uVar7 = 0;
  uVar5 = 0;
  uVar6 = 0;
  pCVar4 = this;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
  cVar2 = (**(code **)(*(int *)this + 0x480))(this,pCVar4,uVar5,uVar6,uVar7,pcVar8);
  iVar1 = *(int *)(this + 0x154);
  if (cVar2 == '\0') {
    param_1 = true;
  }
  if (iVar1 != 0) {
    pCVar3 = (CBaseEntity *)0x0;
    while( true ) {
      pCVar3 = (CBaseEntity *)
               CGlobalEntityList::FindEntityByClassname
                         ((CGlobalEntityList *)gEntList,pCVar3,"func_areaportal");
      if (pCVar3 == (CBaseEntity *)0x0) break;
      cVar2 = (**(code **)(*(int *)pCVar3 + 0x168))(pCVar3,iVar1);
      if (cVar2 != '\0') {
        (**(code **)(*(int *)pCVar3 + 0x1ac))(pCVar3,this,this,param_1,0);
      }
    }
  }
  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)