L L4D2node

CBasePropDoor::SetDoorBlocker

0x007f33a0 · 110 bytes · __thiscall

_ZN13CBasePropDoor14SetDoorBlockerEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePropDoor::SetDoorBlocker(CBaseEntity*) */

void __thiscall CBasePropDoor::SetDoorBlocker(CBasePropDoor *this,CBaseEntity *param_1)

{
  uint uVar1;
  uint *puVar2;
  undefined *puVar3;
  
  if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x1628) = 0xffffffff;
  }
  else {
    puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    puVar3 = g_pEntityList;
    uVar1 = *puVar2;
    *(uint *)(this + 0x1628) = uVar1;
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
      return;
    }
  }
  this[0x162c] = (CBasePropDoor)0x0;
  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)