L L4D2node

CBasePropDoor::InputLock

0x007f3a70 · 16 bytes · __cdecl

_ZN13CBasePropDoor9InputLockER11inputdata_t

Decompiled

undefined (1 param)

/* CBasePropDoor::InputLock(inputdata_t&) */

void CBasePropDoor::InputLock(inputdata_t *param_1)

{
  Lock((CBasePropDoor *)param_1,true);
  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)